There is no set process for configuration, just that there are many things that need to be done. We can start creating our prefab, but we will have to make an animation workspace, we can start making animation workspace, but we need a prefab. There is no set order of operations, so during this guide you may find yourself jumping around a lot.

graph TD
    A["Start Helicopter Configuration"]
    B["Duplicate Base Prefab"]
    C["Configure VehicleHelicopterSimulation"]
    D["Set Up Animation"]
    E["Configure Vehicle Parts"]
    F["Set Up Slot Manager"]
    G["Configure Rotor Prefabs"]
    H["Finalize Configuration"]

    A --> B
    B --> C
    C --> D
    C --> E
    C --> F
    C --> G
    D --> H
    E --> H
    F --> H
    G --> H

    %% Subprocesses
    subgraph "Animation Setup"
        D1["Select Animation Graph"]
        D2["Choose Anim Instance"]
        D --> D1
        D --> D2
    end

    subgraph "Vehicle Parts Setup"
        E1["Keep [Internal] Parts"]
        E2["Link to Slot Manager"]
        E --> E1
        E --> E2
    end

    %% Additional notes
    classDef note fill:#f9f,stroke:#333,stroke-width:2px;
    class NoteA,NoteB,NoteC note;

    NoteA["Note: No set order of operations"]
    NoteB["Use UH/Mi8 as base for compatibility"]
    NoteC["Refer to official wiki for missing info"]

    A --- NoteA
    B --- NoteB
    H --- NoteC

https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation/Prefab_Configuration

To configure our model, we need to first create a duplicate prefab. It is recommended to use the UH/Mi8 as the base in order to ensure compatibility and allow for iterative testing - since we know those two helicopters work. Creating from scratch is not advised, as game updates can alter how prefabs must be configured. By duplicating Mi8/UH1 base, you will inherit from Helicopter_base.et, and be able to change/remove additions specific to the Mi8/UH1. If a game update adds a component, it will apply to your prefab automatically. Inherit is a good second choice, but you lose a lot of modularity as many vanilla items/things will not be removable. Avoid override when possible as you will prevent other helicopters from working.

This guide will be divided into different sections for each component that needs definitions. In lieu of missing information here, refer to the official wiki linked above.

RigidBody

There are some variables here which are important for the helicopter flight simulation.

image.png

Mass This is the weight of the vehicle in engine, higher value means more force required in landing gear config and main rotor force.
Linear damping Think of this like a global air friction parameter. The higher this value is, the more the game tries to fight to end the helicopters movement. The faster the helicopter is the more resistance it will get. A value of 0.0 will allow the helicopter to go an infinite speed, so it is advisable to balance this value with the hull simulation.
Angular damping Think of this as the same as linear damping but only for vehicle rotation, the game will slow down it’s rotation through the air using this parameter.
Sleep thresholds How fast/slow the vehicle needs to be before the above parameters take effect/stop taking effect.

VehicleHelicopterSimulation

This determines your helicopter’s flight model, what prefabs are used for your rotors, suspension and wheel parameters, and linking to animation components. It is very easy to mess this up.

Signals Source Access

Animation