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Vehicle MC Wiki
Vehicle configuration, rig backends, service systems, terrain handling, and combat-ready admin workflows.
Getting Started
Start here for the real first-boot checks, module setup, and the runtime surfaces that affect every server.
Vehicle Authoring
Learn the top-down YAML flow so you know what belongs in config.yml, vehicles.yml, service files, and player-side UI files.
YML File Guides
Jump straight into the exact YAML file guide you need when you already know the filename and want the public explanation fast.
Vehicle Content
Build readable vehicle families, terrain behavior, browse layers, and driver feedback.
Service and World
Handle vehicle servicing, repair tools, fuel tanks, spawnpoints, and station behavior.
Combat and Ecosystem
Connect Vehicle MC to Duck Shot and the combat stack without losing control of performance or readability.
This page turns the current Vehicle MC reference rigs into plain-English design patterns.
Important public note:
- these examples come from the current source and test YAML
- they show what the wider Vehicle MC stack can do
- they are not all part of the planned free starter pack
That distinction matters. The free starting path is the dirt bike. The rest of this page is the advanced reference lane for larger or premium vehicle work.
Which example teaches what
dirtbike_steering_parts_v2: motorcycle-style steering chain, lean, jumps, and front-wheel orbit steeringjeep_me_imc_native_test: four-wheel native rig with independent front steering, suspension, and rear axle rolljeep_me_imc_hybrid_test: ModelEngine body plus Vehicle MC native wheelsdirtbike_me_tank7_test_v2: ModelEngine-heavy body test for larger armored or specialized bodieshelicopter: rotor spin, air-controller tuning, tilt response, and anchor-driven FX points
Dirt bike: front assembly that moves as one unit
The dirt bike is the first example because it teaches the difference between a normal animated part and a wheel with its own behavior.
parts:
- id: handlebars
steeringYaw:
enabled: true
maxDeg: 19.0
smoothing: 0.35
invert: true
pivot: SELF
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wheels:
- partId: front_wheel
pivotOffset: [0.048125, -2.1140625, 2.329196]
spinEnabled: true
spinAxis: X
steer:
enabled: true
invert: true
maxDeg: 19.0
smoothing: 0.35
pivot: ROOT
pivotOffset: [0.0, 0.2, 2.41]Why this matters:
- the handlebars are one visual steering cue
- the wheel needs to move with that steering column
pivot: ROOTlets the front wheel orbit around a steering-column point instead of only turning around itself
Use this pattern for:
- dirt bikes
- motorcycles
- scooters
- any vehicle where the front assembly visibly swings as one steering unit
Native jeep: four-wheel vehicle with real front steering and rear axle behavior
The clearest four-wheel reference is jeep_me_imc_native_test.
Front-left wheel:
- partId: front_left_wheel
pivotOffset: [-2.281214, -1.896391, 3.022524]
radius: 0.418
spinEnabled: true
spinAxis: X
suspension:
enabled: true
travelUp: 0.40
travelDown: 0.45
probeDepth: 1.20
everyTicks: 1
smoothing: 0.35
steer:
enabled: true
invert: true
maxDeg: 25.0
smoothing: 0.30
pivot: SELF
pivotOffset: [1.8, -1.896391, 3.022524]Rear axle:
- partId: rear_axle
pivotOffset: [0.076804, -1.900774, -2.349829]
radius: 0.418
spinEnabled: true
spinAxis: X
suspension:
enabled: true
travelUp: 0.40
travelDown: 0.45
probeDepth: 1.20
everyTicks: 1
smoothing: 0.35
axle:
enabled: true
leftProbeOffset: [-2.353665, -1.900774, -2.349829]
rightProbeOffset: [2.507272, -1.900774, -2.349829]
maxRollDeg: 10.0
smoothing: 0.35
invertRoll: falseWhat this teaches:
pivotOffsetfixes orbiting when a wheel mesh is exported off-center- front wheels usually want
pivot: SELF, because a car wheel mostly turns in place instead of swinging like a bike fork steer.pivotOffsetgives you a kingpin-style steering axis- rear axle roll is for a linked assembly, not for every wheel on every vehicle
Use this pattern for:
- jeeps
- cars
- trucks
- utility vehicles
- anything that needs believable steering plus terrain response
Hybrid jeep: ModelEngine body, native wheels
jeep_me_imc_hybrid_test shows the best middle ground when you want a polished custom body without giving up wheel logic.
rig:
backend: MODELENGINE
modelEngine:
modelId: "jeep_imc"
applyPitchToRoot: true
hideBaseEntity: true
states:
idle:
animation: "idle"
drive:
animation: "drive"
reverse:
animation: "reverse"
turn_left:
animation: "turn_left"
overlay: true
turn_right:
animation: "turn_right"
overlay: true
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wheels:
- partId: front_left_wheel
radius: 0.38
spinEnabled: true
spinAxis: X
steer:
enabled: true
maxDeg: 25.0
smoothing: 0.30
pivot: SELFInterpretation:
- ModelEngine owns the chassis art and animation states
- Vehicle MC still owns movement, terrain response, and wheel behavior
- this is the right pattern when the body is too complex for a simple native part stack but the wheel layer still needs to feel physically honest
Use this pattern for:
- premium jeeps and armored cars
- vehicles with more elaborate body animation states
- rigs that need custom body animation but not a fake wheel system
Tank-style ModelEngine body test
dirtbike_me_tank7_test_v2 is a body-backend test more than a public finished vehicle family.
model:
rootItem: minecraft:diamond_hoe{Damage:10}
rigType: MODELENGINE
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rig:
backend: MODELENGINE
modelEngine:
modelId: "tank7"
baseEntity: ARMOR_STAND
applyPitchToRoot: true
hideBaseEntity: trueThis teaches a different lesson than the dirt bike or jeep:
- the important question is not only wheel spin
- the important question is how a large external model follows Vehicle MC's authoritative pose
- it is the right place to test body animation states, cannon-ready layouts, or custom animation playback without rewriting the core physics
Use this pattern for:
- tanks
- heavy tracked bodies
- premium special vehicles
- cinematic or faction-specific bodies
Helicopter: rotor parts, tilt, and air controller behavior
The helicopter example proves that Vehicle MC rigs are not limited to ground-wheel logic.
physics:
heli:
yawRateDegPerTick: 10
ascendSpeed: 0.22
descendSpeed: 0.32
idleSink: 0.14
maxFlyingHeight: 230.0
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rig:
parts:
- id: rotor_center
scale: 2.5
offset: [0.0, 0.75, -1.0]
tiltPosFactor: 0.9
animation:
type: ROTATE_Y
when: DRIVER
idleDegPerTick: 8.0
activeDegPerTick: 20.0
activeSpeedThreshold: 0.05
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visuals:
tilt:
enabled: true
maxPitchDeg: 12.0
maxRollDeg: 10.0
response: 0.22
returnRate: 0.18
applyTo: ROOT_HEAD_POSEWhat this teaches:
- a rig part can be a rotor, not only a wheel
tiltPosFactorhelps a large part stay visually believable when the vehicle pitches and rolls- helicopter feel is split between the controller physics and the visual tilt layer
- anchors like
rotor_centerandexhaust_leftgive you stable points for FX and weapons later
Use this pattern for:
- helicopters
- drones
- hovering craft with spinning top assemblies
- any vehicle where air tilt must read clearly to the player
Choosing the right pattern
Use the simplest pattern that gives the correct feel:
- use the dirt bike pattern when the steering assembly must visibly swing
- use the native jeep pattern when each wheel needs believable physical behavior
- use the hybrid pattern when the body is premium but the wheels still need real ground logic
- use the ModelEngine-heavy pattern when the body and animation complexity matter more than the starter-pack simplicity
- use the helicopter pattern when the vehicle's identity depends on rotor motion and air tilt

