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Welcome to Flight Assistant! This script aims to make flights more immersive with flexible configuration. This is not an autopilot script.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
Installation
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
Improvement:
Modified Files:
Fixes:
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
Eddlm to clarify the use and property of some native functions for the roll motion.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
- Improved Landing System.
- Improved Climb/Descent command.
- Controlable reverse / reverse effect.
- Reverse visually deploying retracting on models with functioning reverse.
- Alerts for Stall, sink rate, collisions, V1 and many others.
- Alarms: adjustable according to manufacturer and/or model (can create A319 warning sounds pack, another for A380 and so on).
- PA announcements according to company (default "NoCompany" and easyJet sample included). Check User Guide to see how it is possible.
- Instrument Landing System => PAPI Lights & Glide Slope & runway's start/end highlight.
- Memories and Event Action => Dynamic and automated use of commands.
- ECAM
- Alert box
- System information display
- Weather report
- Applied Power display
- Fuel consumption based on throttle and engines, Refuel, Fuel Dump.
- Rain/Snow ground effect.
- Rain/Snow can make aircraft take longer to land (feature depends on parameters, check User Guide for further information)
- Adjustable engine idle rotation and increment values.
- No engine off when reducing speed while airborne.
- Envelope protection on auto mode (corrects stall, sink rate, collision, excess roll).
- Auto take off and landing helper.
- Rejected take off and Go-Around manoeuvre.
- Auto retract/deploy gear.
- Engine unbalance effect.
- Low hotkeys usage.
- Flight Management System: Takes input from user, check User Guide for a list of commands.
- Light / headlight auto control.
- Boarding gates.
- Runway specification: for landing / for take off / for both.
- And many other tiny funny things.
Installation
- Place FlightAssistant.dll and FlightAssistant.xml and Data folder in your scripts folder. It is located inside your game root folder. If you don't have such a folder, create one.
- If you need to rename the Data folder for something else, remember to update the FlightAssistant.xml file with the new renamed.
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
- Created Maintenance spot with respective reached/left event.
- New command "Repair".
Improvement:
- Refined Yaw control during auto landing
- Refined Yaw control during auto takeoff
- Refined Yaw control during auto takeoff rejection brake
Modified Files:
- ini file discontinued, FlightAssistant.xml works as ini file and should be placed same folder as dll file.
- aiports.xml: new field to store flare's descent ratio "flareRate".
- aiports.xml: new field to store maintenance location.
- aiports.xml: new field to set specific airport to load or not.
Fixes:
- Fixed an issue that caused the center align to be always positive when reference line was off before runway being selected.
- Fixed an issue that reset Landing state when climbing 100 metres above Landing Request height instead of transitioning to Flying state.
- Fixed an issue that prevented landing approach to automatically abort when runway was occupied.
- Fixed an issue that triggered "Left Gate" event when moving through selected gate without stopping.
- Fixed an issue that made nested elements be saved outside model's node in models.xml.
- Fixed an issue of powerbackCoef being applied on brakeCoef if model didn't have it set in models.xml.
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
- Boeing 737-900ER can be at downloaded at https://www.gta5-mods.com/vehicles/boeing-737-ultimate-package-200-300-400-500-600-700-800-900-900er-8-9-7-10-add-on-liveries
- Airbus A319 can be at downloaded at https://pt.gta5-mods.com/vehicles/airbus-a319-111-a319neo
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
- Custom Aircraft Engine Sounds can be downloaded at https://www.gta5-mods.com/vehicles/custom-aircraft-engine-sounds-oiv-add-on-sp-fivem-sounds
Eddlm to clarify the use and property of some native functions for the roll motion.
First Uploaded: February 25, 2021
Last Updated: April 08, 2021
Last Downloaded: 3 hours ago
All Versions
138 Comments
Welcome to Flight Assistant! This script aims to make flights more immersive with flexible configuration. This is not an autopilot script.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
Installation
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
Improvement:
Modified Files:
Fixes:
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
Eddlm to clarify the use and property of some native functions for the roll motion.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
- Improved Landing System.
- Improved Climb/Descent command.
- Controlable reverse / reverse effect.
- Reverse visually deploying retracting on models with functioning reverse.
- Alerts for Stall, sink rate, collisions, V1 and many others.
- Alarms: adjustable according to manufacturer and/or model (can create A319 warning sounds pack, another for A380 and so on).
- PA announcements according to company (default "NoCompany" and easyJet sample included). Check User Guide to see how it is possible.
- Instrument Landing System => PAPI Lights & Glide Slope & runway's start/end highlight.
- Memories and Event Action => Dynamic and automated use of commands.
- ECAM
- Alert box
- System information display
- Weather report
- Applied Power display
- Fuel consumption based on throttle and engines, Refuel, Fuel Dump.
- Rain/Snow ground effect.
- Rain/Snow can make aircraft take longer to land (feature depends on parameters, check User Guide for further information)
- Adjustable engine idle rotation and increment values.
- No engine off when reducing speed while airborne.
- Envelope protection on auto mode (corrects stall, sink rate, collision, excess roll).
- Auto take off and landing helper.
- Rejected take off and Go-Around manoeuvre.
- Auto retract/deploy gear.
- Engine unbalance effect.
- Low hotkeys usage.
- Flight Management System: Takes input from user, check User Guide for a list of commands.
- Light / headlight auto control.
- Boarding gates.
- Runway specification: for landing / for take off / for both.
- And many other tiny funny things.
Installation
- Place FlightAssistant.dll and FlightAssistant.xml and Data folder in your scripts folder. It is located inside your game root folder. If you don't have such a folder, create one.
- If you need to rename the Data folder for something else, remember to update the FlightAssistant.xml file with the new renamed.
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
- Created Maintenance spot with respective reached/left event.
- New command "Repair".
Improvement:
- Refined Yaw control during auto landing
- Refined Yaw control during auto takeoff
- Refined Yaw control during auto takeoff rejection brake
Modified Files:
- ini file discontinued, FlightAssistant.xml works as ini file and should be placed same folder as dll file.
- aiports.xml: new field to store flare's descent ratio "flareRate".
- aiports.xml: new field to store maintenance location.
- aiports.xml: new field to set specific airport to load or not.
Fixes:
- Fixed an issue that caused the center align to be always positive when reference line was off before runway being selected.
- Fixed an issue that reset Landing state when climbing 100 metres above Landing Request height instead of transitioning to Flying state.
- Fixed an issue that prevented landing approach to automatically abort when runway was occupied.
- Fixed an issue that triggered "Left Gate" event when moving through selected gate without stopping.
- Fixed an issue that made nested elements be saved outside model's node in models.xml.
- Fixed an issue of powerbackCoef being applied on brakeCoef if model didn't have it set in models.xml.
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
- Boeing 737-900ER can be at downloaded at https://www.gta5-mods.com/vehicles/boeing-737-ultimate-package-200-300-400-500-600-700-800-900-900er-8-9-7-10-add-on-liveries
- Airbus A319 can be at downloaded at https://pt.gta5-mods.com/vehicles/airbus-a319-111-a319neo
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
- Custom Aircraft Engine Sounds can be downloaded at https://www.gta5-mods.com/vehicles/custom-aircraft-engine-sounds-oiv-add-on-sp-fivem-sounds
Eddlm to clarify the use and property of some native functions for the roll motion.
First Uploaded: February 25, 2021
Last Updated: April 08, 2021
Last Downloaded: 3 hours ago

When reporting a bug please give as much detail as possible. In case of a crash, after explaining when it happened post the ScriptHookVDotNet.log regarding the failure. Thank you.
Latest Documentation can be found at:
https://drive.google.com/drive/folders/1e0rKUwiuKrp7Osg17KmYJNGaTUGAbmFn?usp=sharing
@Aittza thank you! Suggestions are always welcome.
nice
nice) obrigado : ) you know how to remove the turbulence?
@zafrinsky I change that from vehicle's handling using Open IV:
vehicle/dlc.rpf/common/data/handling.meta
I highly suggest using mod's folder feature from Open IV to avoid possible irreversible mistakes.
The fields that are associated with turbulence are:
<fTurublenceMagnitudeMax />
<fTurublenceForceMulti />
<fTurublenceRollTorqueMulti />
<fTurublencePitchTorqueMulti />
Setting <fTurublenceMagnitudeMax /> value to 0 should remove turbulance.
This script does nothing regarding to turbulance.
@Degas thank you for the information i will try edit these values. Obrigado : )
I'm having a bit of trouble understanding the documentation, apologies. How does one set the company of their plane?
@TheFlyingSc0t for a temporary company name you can use the command "company", the name can NOT have spaces, for example: company BritishAirways
Notice that once you reset or reload the script, the company name will always go back to model's default company.
If you use the aircraft always with the same company livery, and want it to load always with a specific company name, you can set a new default name for that model through "plane.company = company_name" command, for example: plane.company = BritishAirways
Once you use that command the script will associate on models.xml that company to the current model. If the aircraft is using "Default" profile (press ctrl+n to check it) you won't be able to change it as standard through command, for that use the command "plane.create(spawn_code)" command to create a profile to that aircraft, after that you will be able to set a new default comapny for the aircraft.
General Instructions:
For temporary use (changes back after reload/reset):
1. Use "company company_name" command.
2. Press ctrl+n to check if it changed to what you intended.
To set as new deault when loading the aircraft:
1. Press ctrl+n to see if model is using "Default" model.
1.1. if model is using "Default" profile create a new one using "plane.create(spawn_name)" command.
2. Use "plane.company = company_name" command.
3. Press Ctrl+N to check if it changed to what you intended.
If you are still having trouble, let me know.
@TheFlyingSc0t This gave me an idea for a next update: create fields on aircraft's profile to set company names to each livery, so it will change company as soon as livery changes, all the player will have to do is setup the association like:
<livery value="1" company="BritishAirways"/>
such setup will be once in a lifetime for each model (unless the players install/removes livery for that model)
Thank you, your doubt gave me an idea of what to do :D
@Degas Thank you very much! Haha, no problem. So far I'm absolutely loving this script. You are doing a great job!
@TheFlyingSc0t glad you are enjoying, you can always drop your questions in here if you have any.
How to install? Thanks
@norleah26 put FlightAssistant.dll, FlightAssitant.xml and Data folder inside "scripts" folder located on your game root folder. If you don't have scripts folder, create one.
@Degas Thanks
@Degas, sorry to ask but is it possible to use this script into FiveM server?
@Justatanil091 unfortunately no, and there's no prevision in sight to make it compatible for now. It would demand some time to understand FiveM environment and make required changes (possibly involves rewritting entire code, not sure). I'd also need a server on my own for all the tests, which could be quite demanding for my machine.
Time is one of the things I'm missing at the moment, but IF and WHEN I decide to go for FiveM, I have some new ideas and features to apply that would make much more dynamic.
why does it detect a virus? the mod is amazing.
@hitler123 Only with this mod it happens?
This mod changes external files (the .xml files in the subfolders) and execute an external call for the audio (mciSendString). Perhaps the external call for the audio is labeled/detected as invasive/malicious behaviour.
If the virus warning comes when you enter the aircraft (when the script effectively starts working) then try using the script without the sound. For that, change the following property in config.xml (inside Data folder):
config -> allower -> <sounds value="false" />
If the virus warning pop up when downloading, then maybe is your computer rejecting *.dll files (mine did that as standard)
P.S: Sorry for late reply, been busy lately.
Installed this mod yesterday and worked great, but it seems the engine on most planes will not boot up, "I" isn't doing anything. Any help would be appreciated. Thanks
@Degas Any Ideas why the engines on the base 'Jet' won't turn on, even after pressing I they just refuse to work
@Cbarlow158 the base jet doesn't have the spinning animation for the engines (unlike Buckingham Shamal), therefor the script doesn't recognize the engine being on. A quick fix for that is set/insert <engineBone value="4" /> on Buckingham Jet parameters on models.xml (quite in the end of the file), or issue the command plane.enginebone=4
Being 4 the number of "virtual" engines.
Virtual engines do not recognize when they are damaged, as the bone (usually misc_a, misc_b and such) is what determines if such engine is spinning or not. Most add-ons have those bones, but the opposite is true for game's base planes.
Let me know if it worked.