
Wiki
Plane Deploy Wiki
Plane insertion, spawn routing, parachute profiles, squads, wind drift, and admin workflows for cinematic round starts.
Getting Started
Start here for first boot, the file split, and the deployment data that actually drives drops.
Deployment Stack
Follow the live player flow from plane state through drop, wind drift, parachute control, and landing.
Squad and Admin Tools
Use squads, the hotbar editor, and the admin command surface to run real drops instead of hand-editing blind.
Operations and Troubleshooting
Troubleshoot live deployments, optional integrations, and the most common reasons a drop feels wrong.
Wind drift is the part of Plane Deploy that makes a drop feel like an insertion instead of a static teleport.
It should feel intentional, not like the server launched the player sideways by accident.
The current wind block
Wind drift currently lives here:
windDrift:
enabled: true
tickIntervalTicks: 1
activeSeconds: 6.0
speedBlocksPerSecond: 2.6
ignoreWhenParachuteOpen: false
direction:
x: 0.0
z: -1.0
oscillation:
enabled: true
speedBlocksPerSecond: 0.8What this system is supposed to do
The intended feel is:
- a stable base directional push
- some side-to-side variation
- a limited active window right after deploy
- no runaway acceleration
That is why the section is built around blocks per second and a timed active window instead of unbounded repeated force.
The most important knobs
activeSeconds
How long wind remains part of the deployment experience.
Shorter values make wind feel like the first shove out of the door. Longer values make it a much larger navigation system.
speedBlocksPerSecond
The main directional push. This is the first number to change when a drop feels too dead or too aggressive.
direction
The base heading for the wind. On many servers, north is -Z, but your map layout matters more than a generic axis rule.
ignoreWhenParachuteOpen
Use this when you want the parachute controller to own the player's movement once the canopy is open.
Leave it false when wind is part of the intended glide feel.
oscillation
This adds short gust segments and sideways wobble.
Use it for:
- making drops feel more alive
- breaking perfectly straight descent lines
- creating lane variance without changing the base direction
HUD interaction
The altitude HUD is configured separately under hud, but players experience it as part of the same descent layer.
The default bossbar uses:
- a title of
ALT: {altitude}m - segmented style
- high, mid, and low color thresholds
That means the HUD and wind tuning should usually be tested together.
Ground detection and landing feel
Ground detection is not only a parachute concern. It affects when:
- the HUD ends
- the player transitions to
GROUND - deploy-only effects stop
- fall suppression windows no longer matter
If the landing phase feels early, late, or inconsistent, do not only stare at the parachute code. Re-check HUD altitude tolerance and the overall deploy-state transition timing too.
Safe tuning approach
When tuning wind, change one lane at a time:
- set the base direction
- set the base speed
- set the active window
- only then add oscillation
That sequence keeps you from fighting three different motion variables at once.
Common bad outcomes
The main warning signs are:
- players getting pushed far beyond the intended lane
- wind disappearing before the descent feels established
- open parachutes fighting the wind layer
- HUD ending while the player still clearly feels airborne
If any of those happen, compare this page with deploy Flow, Player State, HUD, and Plane Visual so you verify the core state flow before you keep nudging wind numbers.

