Wardogs — Vehicles Reference

Extracted from cooked game data (Wardogs/Content/Vehicles, 121 JSON files, all parsed). Multi-object files were split on each --- export: header; the first export is the asset, later exports are its sub-objects (input triggers, modifiers, curve keys, etc.). Build ++Wardogs+Live-CL-516586, UE 5.7.

Scope note: this folder defines one complete vehicle: the FWG_01 fixed-wing airplane (platform VP_FWG_01, variant VV_FWG_01_Default). It also holds the shared vehicle input mappings, interaction contexts, camera spring arms, a free-vehicle spawner rule set, and helicopter/tracked-vehicle curves that are referenced by the airplane or left unused. Stats for Humvee, Kodiak, Littlebird, tanks etc. are not in this folder (see section 12).

Unit note: the export carries unit suffixes in property names where they exist (_n newtons, _m, _cm, _mps, _degps, _deg, _KMPH). Anything without a suffix is shown as exported with its unit marked “not stated”.


Season 02 update (2026-10-15)

  • Countermeasures input renamed. IA_Vehicle_FireFlares is replaced by IA_Vehicle_FireCountermeasures (InputTag Input.NamedActions.Vehicle.FireCountermeasures). The action count stays at 77. The keys are unchanged: V on keyboard, DPad_Up on gamepad, and the HOTAS flares button.
  • Supply crate gamepad binding added. Gamepad_DPad_Up now triggers IA_Vehicle_Deploy_SupplyCrate in the land, rotary driver and rotary driver-gunner contexts.
  • Trigger key names. Gamepad_LeftTriggerAxis / Gamepad_RightTriggerAxis are now Gamepad_LeftTrigger / Gamepad_RightTrigger for Collective (rotary driver and driver-gunner) and Weapon Focus (mounted gunner).
  • Mapping counts per context (old → new): IMC_DefaultVehicleInputs 22 → 21 (ChangeSeat_0 loses its Gamepad_FaceButton_Right binding), IMC_LandVehicles_Driver 40 → 41, IMC_RotaryVehicles_Driver 37 → 38, IMC_RotaryVehicles_DriverGunner 42 → 43.
  • No input contexts were added or removed. The 11 mapping contexts and the 77 input actions are unchanged in number.

Full before/after list: Season 2 Changes → Vehicles.


1. Folder Inventory

Subfolder Files Main object types What it is
Inputs/ 88 BHInputAction (77), BHPlayerMappableKeySettings (8), InputMappingContext (3) Vehicle input actions and key bindings. The other 8 mapping contexts sit as sub-exports inside their IMC_* files (11 contexts in total, section 8b)
Pawns/Air/Airplane/FWG_01/Data/ 16 BHAirplaneBodyDataAsset, BHAirplaneDragDataAsset, BHAirplaneEngineDataAsset, BHAirplaneFlightDataAsset, BHAirplaneVehicleConfigDataAsset, MRotaryVehicleSpringArmDataAsset, BHRotaryVehicleSensorsDataAsset, BHSeatSettingsDataAsset, WDAttributeEffectsTrigger_VehicleHealth, MAirplaneInputControlsDataAsset, CurveFloat x5, CurveTable x1 The FWG_01 airplane
Pawns/Air/Helicopter/Data/Curves/ 6 CurveFloat x5, CurveVector x1 Helicopter aero/assist curves (referenced by the airplane, see section 12)
Pawns/Tracked/Curves/ 1 CurveFloat APC torque curve (not referenced by anything in this dump)
Platforms/Air/ 1 ModularVehiclePlatform VP_FWG_01
Variants/Air/ 1 ModularVehicleVariant VV_FWG_01_Default
Interaction/ 2 WDVehicleInteractionContextsData Vehicle interaction context tables
Shared/ 2 CurveFloat Player-vs-vehicle collision curve, rotation damage multiplier
Weapons/WeaponExtensions/ProjectileActors/ 3 MVehicleSpringArmDataAsset Weapon-camera spring arms (155mm, 120x800mm, drone)
FreeVehicle/Data/ 1 WDFreeVehicleSpawnerDataAsset DA_FreeVehicleSpawner_Rules

2. Vehicle Identity

Asset Key value
Platform VP_FWG_01 Implementation blueprint B_FWG_01_C; spawn bounds Min (-969.2, -664.4, -3.8) to Max (967.6, 664.4, 576.8)
Platform fragments Config (MVF_VehicleConfig_0, enabled), Seats (MVF_Seats, enabled)
Variant VV_FWG_01_Default VariantID = Vehicle.Variant.Air.Airplane.FWG.Default; bIncludeInBuildCommandLine = true; base = VP_FWG_01
Vehicle class tag State.Player.Vehicle.Airplane
Config asset DA_FWG_01_Config Bundles Body, Engine, Drag, FlightCharacteristics, GameplaySystems, CameraBehaviourSettings, SensorsData, InputControls
Destroyed mesh SM_FWG_01_Destroyed

3. Rigid Body, Engine, Drag

3a. Body (DA_FWG_01_Body, BHAirplaneBodyDataAsset)

Property Value
Mass override 10,000 (unit not stated, likely kg)
Inertia tensor override (X / Y / Z) 600,000,000 / 160,000,000 / 250,000,000
Centre of mass override (-150, 0, 0)
Max angular velocity override 180 deg/s

3b. Engine (DA_FWG_01_Engine, BHAirplaneEngineDataAsset)

Property Value
Max engine thrust 226,800 N (MaxEngineThrust_n)
Min engine thrust 0 N
Thrust origin (local) (-700, 0, 0)
Thrust direction (local) (1, 0, 0)
Fan RPM ramp up / down 5,000 / 5,000 per second

3c. Drag (DA_FWG_01_Drag, BHAirplaneDragDataAsset)

Property Value
Air density at sea level 0.00125 (as exported; unit not stated)
Front / rear / side / top / bottom area 4,000 / 3,500 / 5,000 / 2,800,000 / 2,800,000
Drag coefficient 0.0056
Yaw / Pitch / Roll angular-velocity-induced drag torque coef 2.4e12 / 1.2e13 / 9.5e11
Pitch / Yaw / Roll linear-velocity-induced drag torque coef 90,000 / 70,000 / 0.18 (roll linear)
Yaw skid-angle curve CF_YawDragAngle_AggressiveNearZero (helicopter folder)
Pitch angle curve CF_PitchDragAngle (helicopter folder)
Reverse yaw correction coef 0.8
Draw debug lines true

3d. Vehicle config (DA_FWG_01_Config, BHAirplaneVehicleConfigDataAsset)

Field Value
Sub-assets Body / Engine / Drag / FlightCharacteristics / GameplayConfig / SensorsData / InputControls all point to DA_FWG_01_*
Third-person and first-person camera Both use DA_FWG_01_CameraBehaviourSettings
Horn minimum hold time 0.05 s
Gameplay cue tags Dust kickup GameplayCue.Vehicle.DustKickup; engine loop GameplayCue.Vehicle.Engine.Running.FWG_01; collision ...Collision.FWG_01; destroyed ...Destroyed.FWG_01; post-destroyed ...PostDestroyed.FWG_01; seat change GameplayCue.Vehicle.ChangedSeats; enter GameplayCue.Vehicle.Enter; exit GameplayCue.Vehicle.Exit; chase cam toggle GameplayCue.Vehicle.ToggleChaseCam
Exit damage curve CRV_ExitVehiclePunishment_Damage (player curves folder)
Extensions CBM -> DA_Vehicle_Air_Helicopter_CBM_Map; Audio -> DA_Vehicle_Helicopter_Shared_Audio (shared helicopter audio)

4. Flight Characteristics (DA_FWG_01_FlightCharacteristics, 23 exports)

4a. Aerodynamic surfaces (12 airfoils)

Lift-force origin is in cm (LiftForceOrigin_LS_cm); area is SurfaceArea_m.

# Airfoil Area (m²) Incidence (deg) Max +/- deflection (deg) Input mode Extendable Lift origin (LS cm)
0 Fuselage 10 0 0 / 0 Direct no (-100, 0, 0)
1 Airbrake 30 -45 0 / 0 Direct yes (50, 0, 50)
2 Left Wing 130 2 0 / 0 Direct no (-150, -300, 0)
3 Right Wing 130 2 0 / 0 Direct no (-150, 300, 0)
4 Left Aileron 40 0 20 / 20 Direct no (-250, -500, 0)
5 Right Aileron 40 0 20 / 20 Direct no (-250, 500, 0)
6 Left Flap 30 2 18 / 0 Relative no (-200, -250, 0)
7 Right Flap 30 2 18 / 0 Relative no (-200, 250, 0)
8 Left Elevator 55 0 40 / 40 Direct no (-600, -300, 0)
9 Right Elevator 55 0 40 / 40 Direct no (-600, 300, 0)
10 Left Rudder 40 0 20 / 20 Direct no (-600, -150, 75)
11 Right Rudder 40 0 20 / 20 Direct no (-600, 150, 75)

Timing on every airfoil: extension and retraction time 1.0 s; force multiplier when retracted 0.0. Main lift multiplier (AerodynamicSettings.MainLiftMultiplier) = 0.4.

The airbrake is the only extendable surface; the airbrake control row in 4b drives it with extension 1.0.

4b. Control mapping (which surfaces each control drives)

Control Airfoil Deflection Extension
Pitch Left Elevator 1.0 0.0
Pitch Right Elevator 1.0 0.0
Roll Left Aileron 0.3 0.0
Roll Right Aileron 0.0 0.0
Roll Left Elevator 0.0 0.0
Roll Right Elevator 0.0 0.0
Yaw Left Rudder -1.0 0.0
Yaw Right Rudder -1.0 0.0
Flaps Left Flap 1.0 0.0
Flaps Right Flap 1.0 0.0
Airbrake Airbrake 0.0 1.0

Throttle, wheel brake and pitch/roll/yaw/flap/airbrake controls are each a BHRotaryMovementControl sub-object with an assist stack (section 4d). The roll row is worth verifying: the right aileron deflection is exported as 0.0 while the left is 0.3, which looks asymmetric.

4c. Landing gear

Wheel Side Bone (wheel / suspension / steer) Braking Steering strength / damping / max angle Brake-steer influence
Nose NoseCenter wheelF_J / wheelMechanismF_J / wheelMechanismRotateF_J 0 250 / 50 / 45 deg 0.0
Rear left RearLeft wheelL_J / wheelMechanismL_J 1,000,000 none 0.2
Rear right RearRight wheelR_J / wheelMechanismR_J 1,000,000 none 0.2

Nose-wheel steering influence by forward speed (Curve_FWG_01_NoseCenterWheel_SteeringInfluenceByForwardSpeedKmPH): 1.0 at 0 and 50 km/h, falling to 0.0 at 100 km/h.

4d. Other flight tuning

Property Value
Max angular velocity limit disabled (bEnableMaxAngularVelocity = false); the 83 deg/s value is stored but inactive
Translational lift 20% (TranslationalLiftPercent), ramps from 24 m/s to 34 m/s horizontal speed
Ground effect altitude 8.38 m, falloff 8.38 m, strength 0% (disabled)
Pitch hover assistance curve CF_PitchHoverAssistance
Rear rotor efficiency curve TestHelo_RearRotorEfficiency_Curve2000KG (helicopter folder)
G-force control falloff CF_GForceControlFalloff_AprilKom (helicopter folder)
Default FM assistance Neutral lift on, rate lock on
Auto-trim table CurveTable_FWG_01_AutoTrimByAirspeedKmPH: 22 rows named Gear_{0,1}_Thrust_{0..100 step 10}

The assists are typed with helicopter categories (EBHHeliAssistCategory::Core, assist labels such as “Reduce pitch when exceeding GForce limit”, “Stabilize after input released”, “Engage when fully stopped”). See section 12.


5. Gameplay Systems (DA_FWG_01_GameplaySystems)

Area Setting Value
Health Initial vehicle health 150
Health Damage entity tag Meta.Damage.Vehicle.Air.Rotary.LittleBird (copied from the Littlebird)
Health Player collision damage curve CRV_VehiclePlayerCollision
Health threshold triggers, main health (Attribute.Gameplay.Health) 1 trigger at 90% Above-threshold effects: none
Health threshold triggers, fuel tank (Attribute.Gameplay.Health.FuelTank) 3 triggers at 90%, 50%, 0% Above-threshold effects: none
Fuel leak per second Three WDFuelComponentEffect values: 0.1, 0.4, 0.5 Sub-objects _2, _3, _5; which fuel threshold each drives is not stated in the export
Damage cues GameplayCue.Vehicle.Smoking; GameplayCue.Vehicle.HIDZ.Damaged.FuelComponent No lifetime (bHasLifetime false)
Countermeasures Flares Id.Item.Flares; 3 starting, active 3.5 s; flare cue GameplayCue.Vehicle.Countermeasures.Flares; Niagara NS_Flares  
Targeting Location offset (0, 0, 150)  
Add-fuel input action Input.NamedActions.HoldableItem.PrimaryUse  
HUD Driver HUD layout UI.HUD.Layout.Vehicle.Crew.Air  
Lock Lock-state cue GameplayCue.Vehicle.LockStateChange  

Seats (DA_FWG_01_SeatSettings)

Two seat setups only:

Seat role tag Crew seat Gunner Exterior Standing
State.Player.Vehicle.Role.Driver true false false false
State.Player.Vehicle.Role.ActivePassenger false false false false

Both are exported with the identifier “Not Selected” and priority 0. No gunner seat exists on this airplane.

Sensors (DA_FWG_01_SensorsData)

Property Value
Landing strut sensor boxes 2 (left and right), extents 230 x 10 x 25, translated (23, +/-108, -3.5)
Altitude sensor length 1,000
On-ground collision channel ECC_GameTraceChannel1

6. Cameras

6a. Third/first-person behaviour (DA_FWG_01_CameraBehaviourSettings, MRotaryVehicleSpringArmDataAsset)

Property Value
Socket offset (-750, 0, 300)
Target arm length 1,000
Pitch map (input -> output) -45..45 -> -25..10
Velocity map (input -> output) 100..7,000 -> 0.3..5.0 (units not stated)
Default lerp speed 5.0
Camera behaviour min velocity 1.0
Camera lag / rotation lag speed 5.0 / 3.0
Camera lag max distance 300
Inherit roll false
Rotation lag curve DA_FWG_01_CameraRotationCurve: 4.0 at t=0, 4.0 at t=48, 14.0 at t=72
FOV vs speed curve DA_FWG_01_SpeedFOVCurve (see section 7)

6b. Weapon spring arms (Weapons/WeaponExtensions/ProjectileActors/)

Asset Probe min dist Camera lag speed Rotation lag speed Lag max dist Notes
DA_155mm_Expensive_Camera 20 4.0 14.0 1.0 FP lag: yaw 12, pitch 30, roll 12
DA_120x800mm_Expensive_Camera 20 4.0 14.0 1.0 Identical FP lag to 155mm
DA_Drone_Camera 20 0.5 14.0 1.0 Adds bAllowAdditionalAxisRotationLagInFreeCam = true

All three share velocity range upper bound 100 and an empty FOV-vs-speed curve.


7. Curves

Asset Keys (time, value) Notes
DA_FWG_01_SpeedFOVCurve (0, 0), (8.13, 3), (59.93, 10), (218.56, 11), (240.42, 20), (269.43, 23) FOV vs speed (x unit not stated)
Curve_Symmetrical_LiftCoefFromAngleOfAttackDeg (-90, 0), (-45, -1.1), (-25, -0.5), (-16, -1.0), (0, 0), (16, 1.0), (25, 0.5), (45, 1.1), (90, 0) Lift coefficient vs AoA (deg)
Curve_DragCoefFromAngleOfAttackDeg (-180, 0.01), (-90, 2.5), (0.008, 0.01), (90, 2.5), (180, 0.01) Drag coefficient vs AoA (deg)
CF_PitchDragAngle (-180, 0), (-135, -0.707), (-90, -1), (-45, -0.707), (0, 0), (45, 0.707), (90, 1), (135, 0.707), (180, 0) Helicopter folder; used by airplane drag
CF_YawDragAngle_AggressiveNearZero (-180, 0), (-90, -1), (-32, -0.8), (-10.2, -0.5), (0, 0), (10.2, 0.5), (32, 0.8), (90, 1), (180, 0) Helicopter folder; used by airplane drag
CF_PitchHoverAssistance (-90, 0), (-60, 0.4), (-45, 1), (45, 1), (60, 0.4), (90, 0) Hover assist
TestHelo_RearRotorEfficiency_Curve2000KG (-40, 0.65), (0.7, 0), (20, 0.8), (40, 0.92), (80, 1), (120, 1), (160, 0.98) Rear rotor efficiency
Havoc_RearRotor_EfficacyCurve single key (0, 0) Havoc rotor curve, effectively flat in this export
CF_GForceControlFalloff_AprilKom (CurveVector) X: (5.8, 1.0); Y: (0.05, 1.0), (3.3, 0.4), (8.2, 0.25), (12.5, 0.2); Z: (-15, 0.3) G-force control falloff, three axes
CRV_TrackedVehicle_TorqueCurve_APC (1200, 2500), (2211.6, 1500), (3057.7, 500) APC torque; no tracked vehicle in this dump uses it
CRV_VehiclePlayerCollision (15, 0), (25, 40), (40, 75), (65, 110) Vehicle-vs-player collision damage (input unit not stated; likely speed)
DA_VehicleRotationDamageMultiplier (0, 1.0), (20, 1.2), (40, 1.5), (80, 1.8), (100, 2.5), (120, 3.5), (150, 10.0) Damage multiplier ramp (input unit not stated)

8. Input

8a. Input action inventory (77 BHInputAction assets, all IA_Vehicle_* except as noted)

Group Count Examples (InputTag)
Vehicle controls 30 Input.NamedActions.Vehicle.Airbrake, ...AirplaneThrottleUp/Down, ...Collective, ...Cyclic, ...Pedals, ...Steering, ...Throttle, ...Brake, ...Handbrake, ...Horn, ...GearShift1..6, ...GearShiftR, ...FireCountermeasures, ...Deploy_SupplyCrate, ...OpenGarageVendor, ...CycleLockState, ...AggressiveMode, ...Crawl
Camera 11 Input.NamedActions.Vehicle.Camera.FreeLook, ...FreeLookDirectional, ...FreeLookReset, ...HoldFreeLook, ...LeftView, ...RearView, ...RightView, ...ToggleFreeLook, ...ToggleMode, ...ZoomIn, ...ZoomOut
Seat change 14 Input.NamedActions.Vehicle.ChangeSeat.Seat_0 … Seat_11, .Next, .Prev
Weapon extension 22 Input.NamedActions.Vehicle.WeaponExtension.Fire, ...Reload, ...Focus, ...ADS, ...Crouch, ...CycleFireMode, ...CycleWeapons, ...Change.1..6, ...ActiveReload.Up/Down/Left/Right, ...Guidance.MoveDirectional, ...RotationControl.Key/Mouse/Gamepad, ...SpecialAction

Value types: 14 are Axis1D, 8 are Axis2D, 55 have no ValueType (digital). Accumulation is Cumulative on 15 actions. Trigger usage across the 77: Released 35, Pressed 31, Down 18, Hold 6, Tap 6, TapXTimes 1.

Modifiers present on the action itself: dead zone on Airbrake, AirplaneWheelBrake, GearUp and AggressiveMode; scalar on both flap actions; negate on ThrottleDown and RetractFlaps. Pedals, Cyclic and Throttle carry no action-level modifiers (their shaping lives in the mapping contexts, section 8b).

Named actions referenced by these mapping contexts but defined outside this folder: IA_Ping, IA_Interaction_Next/Previous, IA_OpenVehicleInteractionMenu, IA_UI_RadialWheel_VoiceChat(+_ChordedAction), IA_VoiceChat_ToggleTalk.

8b. Mapping contexts (default key bindings, action <- keys)

Context Mappings Actions Representative bindings
IMC_Airplane_Driver 29 15 Cyclic: W/S/A/D, Gamepad_Left2D, MouseX/Y. Pedals: E/Q, Gamepad_RightX, MouseX. Throttle up X / down Z (gamepad triggers). Airbrake: SpaceBar. Flaps extend: Period, retract: Comma. Gear up: G. Wheel brake: LeftControl. Aggressive mode: LeftShift. Fire countermeasures: V. Free look LeftAlt / Gamepad_DPad_Left. Supply crate: G
IMC_LandVehicles_Driver 41 27 Throttle W / Gamepad_RightTriggerAxis. Steering A/D/Gamepad_Left2D/MouseX. Brake S / LeftTrigger. Handbrake SpaceBar / Gamepad_FaceButton_Bottom. Gears 1-6 = keys One-Six, reverse R. Crawl LeftControl. Horn H / LeftThumbstick. Garage vendor B. Lock state L. Camera views Left/Right/Down, zoom PageUp/PageDown. Supply crate DPad_Up
IMC_TrackedVehicles_Driver 37 21 Throttle W/S + triggers. Tracked steering A/D/Gamepad_LeftX/MouseX. Brake S. Handbrake SpaceBar. Crawl LeftControl. Countermeasures V / DPad_Up
IMC_RotaryVehicles_Driver 38 16 Collective LeftShift / LeftControl / triggers. Cyclic W/S/A/D, Gamepad_Left2D, MouseX/Y. Pedals E/Q, shoulders, MouseX. Countermeasures V / DPad_Up. Lock L. Supply crate G / DPad_Up
IMC_RotaryVehicles_DriverGunner 43 18 Driver bindings plus Weapon_Use LeftMouseButton / FaceButton_Bottom / SpaceBar, Weapon_Reload R
IMC_MountedGunnerInput 37 20 Fire: LeftMouseButton, Gamepad_RightTriggerAxis, SpaceBar. ADS RightMouseButton. Focus LeftShift. Reload R. Cycle fire mode B. Cycle weapons Z. Change weapon 1-6 = keys One-Six. Rotation control W/S/A/D or mouse. Crouch C. Special action SpaceBar
IMC_DefaultVehicleInputs 21 17 Interaction menu F. Camera mode C. Seats: F1-F12 (ChangeSeat_0..11), Next = Zero, Prev = Nine. Ping MiddleMouseButton
IMC_VehicleActiveReload 12 4 Active-reload arrows: Up W, Down S, Left A, Right D (and DPad)
IMC_RotaryVehicles_Joystick 6 4 HOTAS: Pedals = HOTAS_Axis_Yaw; Cyclic = HOTAS_Axis_Roll / HOTAS_Axis_Pitch; Collective = HOTAS_Axis_Throttle; Free look = HOTAS_Axis_LookYaw / LookPitch
IMC_RotaryVehicles_JoystickActions 11 11 HOTAS buttons: HOTAS_Action_Fire, Reload, Flares, Horn, ToggleCameraMode, GarageVendor, CycleLockState, DeploySupplyCrate, Ping, VoipToggleTalk, FreeLookReset
IMC_VehicleInteractionCycleOptions 4 2 Previous: MouseScrollUp (negated), DPad_Up. Next: MouseScrollDown, DPad_Down

Each BHPlayerMappableKeySettings entry (8 mains and sub-objects inside the driver contexts) sets a user-rebindable slot. The SettingBehavior on each mapping is InheritSettingsFromAction or OverrideSettings; a few are IgnoreSettings.


9. Interaction Contexts

Table Configs Entries
VehicleInteractionContext_StationaryVehicles 3 B_InternalVehicleInteractionContext, B_VehicleExitInteractionContext, B_VehicleEnterInteractionContext_Stationary
VehicleInteractionContextsDefault 12 B_VehicleEnterInteractionContext, B_VehicleExitInteractionContext, B_InternalVehicleInteractionContext, B_VehicleToggleEngineInteractionContext, B_VehicleLockInteractionContext, B_VehicleKickPassengersInteractionContext, B_VehicleGarageVendorInteractionContext, B_VehicleSupplyCrateInteractionContext, B_VehicleInventoryInteractionContext, B_VehicleRepositionInteractionContext, B_VehicleWeaponRestockInteractionContext, B_VehicleLockedInteractionContext

Ordering (FactionBasedOrdering): Enter.Driver, Enter, Unlock, Locking, SquadLock, Locked. NonFactionBasedOrdering: Enter.Driver, Enter, Unlock, Locking, SquadLock (no Locked).

Almost every Config field is at default (InteractionTag and InteractionPointTag = None). The one explicit override is B_InternalVehicleInteractionContext with gamepad behaviour EWDWorldInteractableContextBehaviour::Hold.


10. Free Vehicle Spawner Rules (DA_FreeVehicleSpawner_Rules)

Three factions (Meta.Alignment.Faction.Alpha, .Bravo, .Charlie), each with the same three-rule set:

Rule Subject Timer / delay Score option Vehicle to spawn Max available Removal Passive Constant tick
R0 Spawn none AnyFaction Vehicle.Variant.Land.Wheeled.Kodiak.Pickup 1 RemoveOnSuccess (value 4) true false
R1 Timer 900 s HighestScoreFaction none (acts as trigger, OnSuccess = TriggerRule, target rule 0) 0 DoNotRemove false true
R2 Spawn 1,200 s AnyFaction Vehicle.Variant.Air.Rotary.ROT_04.Default 1 DoNotRemove false true

Common fields: SpawnOption = SpawnX, TimerOption = TimerXSeconds, RuleOption = RuleSuccess, VehicleOption = VehicleDestroyed, VehicleArgument = FirstVehicle (R0, R2) or LastVehicle (R1), ScoreValue 0, NumberOfVehicles 0 or 1.

The rule-field meanings are read from enum names. Runtime behaviour (what “spawn X” and “timer X seconds” trigger) is not verified.


11. How Values Combine

  • Airplane lift: the export lists each surface’s area (SurfaceArea_m), incidence and the lift coefficient curve, plus MainLiftMultiplier 0.4. How these combine in the solver is not in the export. Control inputs move surfaces by the deflection values in section 4b, up to the per-airfoil max (for example elevators +/-40 deg, rudders +/-20 deg).
  • Health and fuel: the airplane starts at 150 health. Threshold triggers sit at 90% (main health) and 90/50/0% (fuel tank). Three fuel-leak effects exist (0.1, 0.4, 0.5 per second). The export does not say which threshold drives which leak, and the threshold triggers have no above-threshold effects attached.
  • Parachute and camera numbers are separate systems: the camera spring arms (section 6) are per-weapon and do not feed flight.

12. Oddities and Things to Verify

  • Helicopter data reused by the airplane. DA_FWG_01_FlightCharacteristics references TestHelo_RearRotorEfficiency_Curve2000KG, CF_GForceControlFalloff_AprilKom, and CF_PitchHoverAssistance. The airplane’s drag uses CF_PitchDragAngle and CF_YawDragAngle_AggressiveNearZero. The assist stack is typed EBHHeliAssistCategory::Core. This looks like copy-over from the helicopter. Treat these as the airplane’s live numbers, but expect the “Heli” naming to be inherited.
  • Littlebird damage tag. The airplane’s damage entity tag is Meta.Damage.Vehicle.Air.Rotary.LittleBird.
  • Asymmetric roll. Right aileron deflection exported as 0.0 vs left 0.3 (section 4b).
  • Disabled systems. Max angular velocity limit (83 deg/s) and ground effect strength (0%) are present but off.
  • Spawner rule references. The spawner references Vehicle.Variant.Land.Wheeled.Kodiak.Pickup and Vehicle.Variant.Air.Rotary.ROT_04.Default. Neither asset is defined in this folder, and what ROT_04 is was not checked.
  • Unused curve. CRV_TrackedVehicle_TorqueCurve_APC is in Pawns/Tracked/Curves but nothing in this dump refers to it.
  • Stripped or hashed property names. Several exports carry internal hash keys such as _aaabefidebfnobnbphclo (_aaabelnajgoacnpmnokoe_$... before 2026-10-18). These are unnamed properties and are not interpreted here.

13. Still Not Pulled / Limitations

  • No ground vehicle, tank, or helicopter definitions. The Humvee, Kodiak, Bobcat, DuneBuggy, TNK_01, Littlebird, ROT_04, and Havoc vehicle assets (health, seats, weapons, mass) are not in this folder. Only curves and inputs for them are here. A search across other categories is needed.
  • Units not stated for velocity maps, the SpeedFOV x-axis, air density, drag areas, and several curve inputs. Values are given as exported.
  • Default-valued fields are omitted from exports. Where a property is missing (for example Basic-class fields), the runtime default is not known from the dump.
  • Assist and control graph. The BHRotaryMovementControl assist bodies (PID, damping, smoothed influence) are present as sub-objects but only their labels and top-level modes were summarised.
  • Input sub-objects. Modifier and trigger parameters (dead zones, scalars, actuation thresholds) are present on each action but were only spot-checked (for example Airbrake InputTriggerReleased ActuationThreshold 0.1).
  • Shared curves. The collision and damage-multiplier curves are exported with no input-unit suffix; their meaning is inferred from the names.

Change log

Date Change
2026-10-18 data/ re-exported with the v2 usmap (names only; values unchanged): the example hashed key is now _aaabefidebfnobnbphclo.