# Configuration file clientconfig { # How long (in ticks) it takes before control surfaces try to return to their natural angle. # This is not used when using a joystick. I:ControlSurfaceCooldown=4 # If enabled, MTS will re-load all resources every time the config key (P) is pressed. # This includes textures for vehicles and parts, JSON files, and OBJ models. # This is intended for use in pack creation with pack components # being placed in an un-zipped resource pack. # Note that every re-load will also re-load EVERY resource, not just MTS resources. # Make sure not to have lots of mods installed when you are doing this! B:DevMode=false # Render the insides of windows on vehicles? B:InnerWindows=true # Dead zone for joystick axis. NOT joystick specific. D:JoystickDeadZone=0.03 # Should keyboard controls be overriden when a joystick control is mapped? # Leave true to free up the keyboard while using a joysick. B:KeyboardOverride=true # Enable mouse yoke for vehicles? # Prevents looking around unless unlocked. Think MCHeli controls. B:MouseYoke=false # Does altimiter read zero at average sea level instead of Y=0? B:SeaLevelOffset=false } controls_joystick { I:input.aircraft.brake_button=999 S:input.aircraft.brake_joystick= I:input.aircraft.camlock_button=999 S:input.aircraft.camlock_joystick= I:input.aircraft.changehud_button=999 S:input.aircraft.changehud_joystick= I:input.aircraft.changeview_button=999 S:input.aircraft.changeview_joystick= I:input.aircraft.flaps_d_button=999 S:input.aircraft.flaps_d_joystick= I:input.aircraft.flaps_u_button=999 S:input.aircraft.flaps_u_joystick= I:input.aircraft.look_a_button=999 S:input.aircraft.look_a_joystick= I:input.aircraft.look_d_button=999 S:input.aircraft.look_d_joystick= I:input.aircraft.look_l_button=999 S:input.aircraft.look_l_joystick= I:input.aircraft.look_r_button=999 S:input.aircraft.look_r_joystick= I:input.aircraft.look_u_button=999 S:input.aircraft.look_u_joystick= I:input.aircraft.mod_button=999 S:input.aircraft.mod_joystick= I:input.aircraft.panel_button=999 S:input.aircraft.panel_joystick= I:input.aircraft.park_button=999 S:input.aircraft.park_joystick= I:input.aircraft.pitch_button=999 B:input.aircraft.pitch_inverted=false S:input.aircraft.pitch_joystick= D:input.aircraft.pitch_maxtravel=1.0 D:input.aircraft.pitch_mintravel=-1.0 I:input.aircraft.reverse_button=999 S:input.aircraft.reverse_joystick= I:input.aircraft.roll_button=999 B:input.aircraft.roll_inverted=false S:input.aircraft.roll_joystick= D:input.aircraft.roll_maxtravel=1.0 D:input.aircraft.roll_mintravel=-1.0 I:input.aircraft.throttle_button=999 B:input.aircraft.throttle_inverted=false S:input.aircraft.throttle_joystick= D:input.aircraft.throttle_maxtravel=1.0 D:input.aircraft.throttle_mintravel=-1.0 I:input.aircraft.trim_pitch_d_button=999 S:input.aircraft.trim_pitch_d_joystick= I:input.aircraft.trim_pitch_u_button=999 S:input.aircraft.trim_pitch_u_joystick= I:input.aircraft.trim_roll_l_button=999 S:input.aircraft.trim_roll_l_joystick= I:input.aircraft.trim_roll_r_button=999 S:input.aircraft.trim_roll_r_joystick= I:input.aircraft.trim_yaw_l_button=999 S:input.aircraft.trim_yaw_l_joystick= I:input.aircraft.trim_yaw_r_button=999 S:input.aircraft.trim_yaw_r_joystick= I:input.aircraft.yaw_button=999 B:input.aircraft.yaw_inverted=false S:input.aircraft.yaw_joystick= D:input.aircraft.yaw_maxtravel=1.0 D:input.aircraft.yaw_mintravel=-1.0 I:input.aircraft.zoom_i_button=999 S:input.aircraft.zoom_i_joystick= I:input.aircraft.zoom_o_button=999 S:input.aircraft.zoom_o_joystick= I:input.car.brake_button=999 S:input.car.brake_joystick= I:input.car.camlock_button=999 S:input.car.camlock_joystick= I:input.car.changehud_button=999 S:input.car.changehud_joystick= I:input.car.changeview_button=999 S:input.car.changeview_joystick= I:input.car.gas_button=999 B:input.car.gas_inverted=false S:input.car.gas_joystick= D:input.car.gas_maxtravel=1.0 D:input.car.gas_mintravel=-1.0 I:input.car.horn_button=999 S:input.car.horn_joystick= I:input.car.lights_button=999 S:input.car.lights_joystick= I:input.car.lights_special_button=999 S:input.car.lights_special_joystick= I:input.car.look_a_button=999 S:input.car.look_a_joystick= I:input.car.look_d_button=999 S:input.car.look_d_joystick= I:input.car.look_l_button=999 S:input.car.look_l_joystick= I:input.car.look_r_button=999 S:input.car.look_r_joystick= I:input.car.look_u_button=999 S:input.car.look_u_joystick= I:input.car.mod_button=999 S:input.car.mod_joystick= I:input.car.park_button=999 S:input.car.park_joystick= I:input.car.shift_d_button=999 S:input.car.shift_d_joystick= I:input.car.shift_u_button=999 S:input.car.shift_u_joystick= I:input.car.start_button=999 S:input.car.start_joystick= I:input.car.stop_button=999 S:input.car.stop_joystick= I:input.car.turn_button=999 B:input.car.turn_inverted=false S:input.car.turn_joystick= D:input.car.turn_maxtravel=1.0 D:input.car.turn_mintravel=-1.0 I:input.car.zoom_i_button=999 S:input.car.zoom_i_joystick= I:input.car.zoom_o_button=999 S:input.car.zoom_o_joystick= } controls_keyboard { I:input.aircraft.brake=48 I:input.aircraft.camlock=157 I:input.aircraft.flaps_d=35 I:input.aircraft.flaps_u=21 I:input.aircraft.mod=54 I:input.aircraft.panel=22 I:input.aircraft.pitch_d=17 I:input.aircraft.pitch_u=31 I:input.aircraft.roll_l=30 I:input.aircraft.roll_r=32 I:input.aircraft.throttle_d=37 I:input.aircraft.throttle_u=23 I:input.aircraft.yaw_l=36 I:input.aircraft.yaw_r=38 I:input.aircraft.zoom_i=201 I:input.aircraft.zoom_o=209 I:input.car.brake=31 I:input.car.camlock=157 I:input.car.gas=17 I:input.car.horn=46 I:input.car.lights=45 I:input.car.lights_special=47 I:input.car.mod=54 I:input.car.shift_d=33 I:input.car.shift_u=19 I:input.car.start=44 I:input.car.turn_l=30 I:input.car.turn_r=32 I:input.car.zoom_i=201 I:input.car.zoom_o=209 } damage { # Whether or not vehicles can break blocks when they hit them. If false, vehicles will simply stop when they hit blocks. B:BlockBreakage=true # Factor for damage caused by crashes. D:CrashDamageFactor=1.0 # Chance an engine will spring a leak if hit. # Explosions cause 10x this chance. D:EngineLeakProbability=0.01 # Whether or not vehicles explode when crashed or shot down. B:Explosions=true # Factor for damage caused by a propeller. D:PropellerDamageFactor=1.0 # Factor for damage caused by wheels on vehicles. D:WheelDamageFactor=1.0 } fuels { D:argon=0.0 D:atmosphericgases=0.0 D:bacterialsludge=0.0 D:biofuel=0.0 D:blaze_juice=0.0 D:brine=0.0 D:carbondioxide=0.0 D:cheese_of_milk_fluid=0.0 D:cheese_of_milk_gas=0.0 D:clean_water_fluid=0.0 D:crystalfloe=0.0 D:crystallize_lava_fluid=0.0 D:crystallize_water_fluid=0.0 D:ender_sap=0.0 D:essence=0.0 D:frozen_water_fluid=0.0 D:fuel=0.0 D:fuelgc=0.0 D:fuelium=0.0 D:glowstone_fluid=0.0 D:heavywater=0.0 D:helium=0.0 D:helium_gas=0.0 D:hydrogen=0.0 D:if.ore_fluid_fermented=0.0 D:if.ore_fluid_raw=0.0 D:if.pink_slime=0.0 D:if.protein=0.0 D:infected_water_fluid=0.0 D:latex=0.0 D:lava=1.0 D:liquid_caramel_fluid=0.0 D:liquid_chocolate_fluid=0.0 D:liquid_hydrocarbon_fluid=0.0 D:liquid_nitrogen=0.0 D:liquidargon=0.0 D:liquidchlorine=0.0 D:liquiddeuterium=0.0 D:liquidethene=0.0 D:liquidfusionfuel=0.0 D:liquidhydrogen=0.0 D:liquidhydrogenchloride=0.0 D:liquidlithium=0.0 D:liquidmethane=0.0 D:liquidnitrogen=0.0 D:liquidoxygen=0.0 D:liquidsodium=0.0 D:liquidsulfurdioxide=0.0 D:liquidsulfurtrioxide=0.0 D:liquidtritium=0.0 D:magma_fluid=0.0 D:matter_plasma=0.0 D:meat=0.0 D:methane=0.0 D:methane_fluid=0.0 D:milk=0.0 D:molten_tritanium=0.0 D:nitrogen=0.0 D:nitrogen_fluid=0.0 D:nitrogen_ice_fluid=0.0 D:nuclear_waste_fluid=0.0 D:oil=0.0 D:oilgc=0.0 D:oxygen=0.0 D:purify_water_fluid=0.0 D:radioactive_water_fluid=0.0 D:salt_fluid=0.0 D:sewage=0.0 D:sludge=0.0 D:steam=0.0 D:sulfuricacid=0.0 D:sulphuricacid=0.0 D:water=0.0 D:witchwater=0.0 D:xpjuice=0.0 } general { # Speed (in BLK/S) at which players start to slide off vehicles due to wind. # Does not affect collision boxes set as interior in the vehicle JSON. D:ClingSpeed=0.25 # Factor times which engines use fuel. # Change this if you think engines use fuel too fast or slow. D:FuelUsageFactor=1.0 # Any item that contains these words will be counted as heavy (double mass) when considering plane mass. # Change and tweak to your liking. S:HeavyItems=diamond, iron, gold, coal, ore, stone # When riding in a vehicle above this height MTS will reduce the render distance to 1. # This provides a significant speedup for worldgen and render lag. # Note that this is only active on Singleplayer. I:RenderReductionHeight=250 # Factor to apply to vehicle movement. # 1 is the realistic value, but this makes vehicles move too fast for Minecraft. Adjust with caution. D:SpeedFactor=0.35 }