Driveable Controls - AntonIT99/Flans-Mod-Ultimate-2.0 GitHub Wiki
Driveable Controls
This page explains the default player controls for planes, helicopters, ground vehicles and mechas. Content packs decide which weapons, doors, landing gear, optics and other systems a particular driveable has, so controls for an unsupported feature simply do nothing.
Every Flan's Mod Ultimate binding can be changed under Options > Controls > Key Binds. They are grouped as All Driveables, Vehicles & Mechas, and Planes & Helicopters. The bindings only take over their keys while they are relevant, so the same key can have a different use on foot, in a vehicle and in an aircraft.
Getting In, Changing Seats and Getting Out
Right-click a driveable or one of its seats to board it.
| Default | Action | Details |
|---|---|---|
| Numpad 0 | Change Seat | Moves to the next free, intact seat. Seats are visited in definition order and wrap from the last passenger seat to the driver. Occupied and destroyed seats are skipped. |
| Left Shift | Exit | Dismounts from the current seat. This uses Minecraft's Sneak binding rather than a separate Flan's Mod binding. |
| R | Open Driveable Inventory | Drivers open the vehicle's fuel, ammunition, repair and cargo inventory. Passengers with a mounted gun open its ammunition slot only. |
| Z | Open Player Inventory | Opens the ordinary player inventory while mounted. The normal inventory key is reserved by the driveable controls. |
Exiting a ship places you on top of its collision hull, preferably above the seat you left. If that position is obstructed, another hull section is tried. Ships use the same classification as the FMU: Ships tab, including legacy plane-based ships. Other driveables retain their usual side exits.
Changing seats closes an active scope. Vehicle movement and vehicle-wide systems can only be controlled from the driver or pilot seat. Passengers can still aim and fire a weapon assigned to their own seat, use that seat's optics, and change to another available seat.
Controls Shared by All Driveables
| Default | Action | Details |
|---|---|---|
| Left mouse | Fire Primary Weapon | Fires the primary weapon available to the current seat. Hold for an automatic weapon. |
| Right mouse | Fire Secondary Weapon | Fires the secondary weapon available to the current seat. Hold for an automatic weapon. |
| Unbound | Fire Primary Weapon (Alternative) | Optional keyboard alternative to left mouse. |
| Unbound | Fire Secondary Weapon (Alternative) | Optional keyboard alternative to right mouse. |
| K | Toggle Doors | Opens or closes doors when the driveable supplies them. Some aircraft can also manage doors automatically while parking or taking off. On a vehicle whose weapons fire only with its door open, such as an open-hatch tank, this also arms and disarms the weapons; the HUD shows Weapon: READY or DISABLED. |
| Semicolon (;) | Toggle Engine | Starts or stops the engine of a vehicle or aircraft. Stopping it also returns the throttle to zero. |
| X | Deploy Flares / Smoke | Deploys an aircraft flare or a ground vehicle's smoke countermeasure when fitted and not on cooldown. |
| Left bracket ([) | Select Preferred Ammo | Selects the next usable shell, bomb or missile type. Changing a chambered shell starts its reload again; bombs and missiles switch immediately. |
The two alternative fire bindings are useful when mouse buttons are already claimed by another mod or accessibility setup. A weapon key has no effect when the current seat has no corresponding weapon or has no suitable ammunition. The driveable HUD shows the selected ammunition and any reload in progress.
Ground Vehicles
These controls apply to cars, tanks, boats and other ground vehicles from the driver seat.
| Default | Action | Details |
|---|---|---|
| W | Accelerate | Presses the forward pedal. Hold it to increase forward throttle. |
| S | Reverse / Brake | Reduces forward throttle, then applies reverse throttle once the vehicle has slowed sufficiently. |
| A / D | Steer Left / Right | Turns the vehicle. A tracked vehicle can pivot or clutch-steer when its definition allows it. |
| Space | Brake | Immediately suppresses propulsion and pivot steering, progressively returns the throttle toward neutral, and applies wheel or track braking. Overrides W/S and Q/E while held. |
| Q / E | Decrease / Increase Persistent Throttle | Moves a throttle lever which stays at the selected setting after the key is released. A tap makes a fine adjustment; a longer hold moves it progressively faster. |
The W/S pedals are convenient for ordinary driving. Q/E are useful for holding a steady road speed, cruising a boat, or making a precise throttle setting. Pedal input takes priority while it is held. Reverse may be unavailable on a vehicle whose content-pack definition disables negative throttle.
Space takes priority over both the pedals and persistent throttle keys. Holding W + Space cannot keep increasing the throttle. The brake also clears persistent throttle mode; releasing it resumes normal pedal control or throttle decay rather than retaining a cruise setting.
After releasing the W/S pedals, automatic throttle decay retains its
10-tick delay and returns toward neutral at the pack's ThrottleDecay rate
scaled by vehicleThrottleDecayMultiplier in the common config (default 4).
With the default values, full throttle reaches neutral in
about 3.6 seconds after that delay. Persistent Q/E throttle still holds its
setting, and a pack with ThrottleDecay 0 still disables automatic decay.
Set the multiplier to 1 for the original decay speed, or 0 to disable it globally.
A vehicle with a destroyed steering, engine, wheel or track part may respond poorly or not at all. Tanks that lose one track use the remaining track for reduced pivot movement rather than driving normally.
A vehicle stops at walls along its whole length, not just at its middle: its wheels and every occupied seat are kept out of solid blocks, and it slides along a wall it meets at an angle. Ledges up to the vehicle's step height are still climbed. Turning in place is refused when it would swing a wheel or a crewed seat into a wall, so back away from the wall to turn. Aircraft behave the same while taxiing or parked.
Wheeled vehicles steer according to their actual rolling speed and direction, including while coasting at zero throttle or with the engine off. Steering reverses while rolling backward and stops turning the chassis at a standstill. The steering part must still be intact.
Vehicles can author RealTurnRateDegPerSec as a sustained hull turning rate in
degrees per second. In normal physics it overrides legacy steering trims and the
installed engine's steering multiplier. Tracked vehicles use that rate when the
engine runs; rolling vehicles scale it with actual travel speed. Forced legacy
physics and crew-pushed vehicles retain their existing steering. See
Hull Steering for units and research conditions.
The official Modern Warfare tracked vehicles use symmetric left/right steering
trims: Abrams 0.9, Leopard 2A6 0.75, Challenger II 0.65, T-90MS 0.8,
and MIM-23 carrier 0.5. These replace the shared 0.3 trim for more responsive
turning, while retaining the existing mass, power, forward and reverse speeds.
They are gameplay handling values, not measured real-world pivot rates.
Aircraft can also declare RealTurnRateDegPerSec for ground taxi steering. Their
rate is measured at 10 km/h and applies with deployed landing gear and ground
support; flight rudder and helicopter hover controls retain their existing rates.
See Aircraft Ground Steering.
Mechas
Mechas share the Vehicles & Mechas movement bindings, but interpret them as walking controls:
| Default | Action |
|---|---|
| W / S | Walk forward / backward |
| A / D | Strafe left / right |
| Space | Jump |
| Mouse | Turn and aim the torso or equipped weapon |
| Left / Right mouse | Use the primary / secondary mecha weapon |
The persistent vehicle throttle and engine toggle do not apply to mechas.
Guns equipped in either hand fire along the torso's aim, with the pilot's vertical aim controlling shot pitch. Their shot origins follow the configured arm positions and weapon extension in the rendered mecha's coordinate frame. Melee and mining tools use the same aim direction.
Planes and Helicopters
Aircraft have separate bindings so rebinding flight controls does not change walking or ground-vehicle movement.
| Default | Action | Details |
|---|---|---|
| Space / Left Ctrl | Throttle Up / Down | Adjusts a persistent throttle lever. A tap gives a fine change and a longer hold moves it progressively faster. |
| W / S | Pitch Down / Up | Pushes the nose down or pulls it up. |
| A / D | Roll Left / Right | Banks the aircraft. |
| Q / E | Yaw Left / Right | Applies rudder or rotor yaw. |
| C | Switch Flight Controls | Toggles between keyboard with free look and mouse flight. |
| G | Toggle Landing Gear | Retracts or deploys landing gear when fitted. The aircraft may refuse an unsafe change near the ground, and some aircraft automatically deploy it for landing. |
| V | Toggle Air Brakes | Deploys or retracts air brakes when fitted. |
| J | Toggle Wings / Hover Mode | Folds or unfolds wings when supported and switches a VTOL between plane and hover modes. |
In keyboard and free-look mode, the keys above control all flight axes and the mouse can look and aim without steering the aircraft. In mouse flight mode, mouse movement acts as a virtual pitch-and-roll stick; the keyboard pitch and roll keys remain active and can reinforce or oppose it. Q/E still control yaw and Space/Left Ctrl still control throttle.
Opening pilot optics temporarily gives the mouse back to the sight instead of the flight stick. Closing the scope restores the selected flight-control mode.
For a fixed-wing aircraft, throttle sets available propulsion; sufficient airspeed is still required for lift. For a helicopter or a VTOL in hover mode, the same lever acts as collective: roughly half throttle commands a level hover after the rotor has spun up, while higher or lower settings climb or descend. Tilting the aircraft also uses some lift, so a banked helicopter may need more collective to maintain altitude. See Helicopter Flight for the full rotorcraft behavior.
Vehicle Optics
The following controls work for a configured driver sight or passenger-seat sight:
| Default | Action | Details |
|---|---|---|
| Middle mouse | Toggle Vehicle Scope | Opens or closes the current sight. A scope forces first person and restores the previous camera when closed. |
| B | Cycle Vehicle Gunsight / Thermal | Selects the next configured overlay and magnification, including thermal channels where available. |
| Y | Measure Optics Range | Stores a range measurement when the sight's HUD requires manual ranging; otherwise range updates live. |
| H | Reset Optics Range | Clears the stored measurement. |
| F8 | Edit Optics HUD | Opens the HUD editor when the driveable definition permits player editing. |
Scopes also close on dismount, death, seat change, or when a screen opens.
Configured sights work independently of the teams zoom setting. When
/teams vehiclesCanZoom true is enabled, a ground-vehicle driver without a
configured sight can instead use a fallback 7x zoom.
Minecraft keeps bindings already saved in options.txt. An older Toggle
Driver Zoom binding is renamed to Toggle Vehicle Scope, but keeps its
saved key; reset that binding in Controls if you want the middle-mouse default.
See Vehicle Optics
for sight behavior and HUD details.
Standing on Driveables
Players, mobs, dropped items and AA guns can stand and walk on planes, vehicles and mechas. The solid shape follows the driveable's collision geometry: its collision meshes when the pack enables fancy collision, otherwise its part hitboxes. Destroyed parts stop being solid.
A hull behaves like terrain. You can step onto low edges, jump from it, sneak up to its edge without falling, and take normal fall damage when landing on it. Standing on a deck does not count as flying for the server's anti-flight check. Anything standing on a moving or turning driveable is carried and turned with it, and a hull that drives into an entity pushes it aside.
Responsive Driving in Multiplayer
The server decides where every driveable is. Without help, the driver would only see the result of a control input once it had travelled to the server and back. Instead, the driver's own client simulates the vehicle or plane they are driving with the same movement code as the server, so it answers the controls at once. Every tick the server reports where it really has the driveable, and the client corrects any difference: small ones blend in over a few ticks, large ones, such as a teleport, are applied at once.
Differences are rare while driving normally. They come from things only the server knows about, such as an explosion's push or a collision with another driveable, and from exactly when a changed control reached the server. Other players see the server's movement, as before. Passengers are not predicted, and neither are mechas, whose torso turns with the pilot's view.
The client option predictDriveableMovement turns prediction off; see
Mod Config.
If a Control Does Not Work
- Check the three Flan's Mod Ultimate sections in Minecraft's Controls screen and look for a changed or unbound key.
- Make sure you are in the correct seat. Only the driver or pilot controls movement and vehicle-wide systems.
- Check fuel, ammunition, reload state and damaged parts in the driveable HUD and inventory.
- Remember that content packs opt into doors, retractable gear, air brakes, flares, smoke, sights and alternate flight modes individually.
- If an old zoom key is still saved, reset Toggle Vehicle Scope to restore its current default.