One resource. Every aviation job your server will ever need.
Buy or rent aircraft, paint them, train new pilots, fly passengers, run sightseeing tours, survey missions, cargo drops and black-market smuggling runs, staff a full ATC tower with flight plans, and do it all with a real cockpit HUD, autopilot, autoland, TCAS and TAWS. Multi-framework out of the box — QBox, QBCore, and ESX Legacy are all auto-detected on boot.
If your server has an airport, this is the script that finally makes it worth flying to.
Full Showcase * JANUARY UPDATE *
Game Play Video * APRIL UPDATE *
https://youtu.be/qTklr-XB41c?si=Ewvl6yompCJ6lxM7
Purchase
Tebex: https://mikescripts.tebex.io/package/7324328
One-time purchase. No subscription.
Support & Community
Discord: MikeScripts
What’s inside
Aircraft Dealer (Aircraft Dealer NPC at LSIA)

- Buy or rent any aircraft in the config — rentals carry a security deposit, timer, late-return and destroy penalties.
- Sell-back at a configurable % of purchase price.
- Auto-grants vehicle keys on purchase (
qbx_vehiclekeys/qb-vehiclekeyssupported). - Hangar storage — park in the zone and your plane is put away; pull it back out from the tablet.
Pilot Training (Flight Instructor NPC)
- Full fixed-wing and rotary training flows — interact with the Flight Instructor NPC at LSIA (
ox_targetor[E]prompt). - Aircraft that require a license won’t even unlock at the dealer until you pass.
- Optional pilot authorization mode: trainees must be escorted by a real pilot (job-locked) who rides along for the test.
- Grade system 0–4 (Trainee → Pilot → Instructor → ATC → Captain). Grade is assigned using your framework’s built-in
/setjobcommand.
Jobs (all toggleable, all NPC-driven)
| Job | Summary |
|---|---|
| Cargo Delivery | Pick a route from the Air Cargo Dispatcher NPC, load up to 2 pallets (matches the plane’s physical bay), fly, drop at coords. Payout scales with distance, route multiplier and multi-shipment bonus. |
| Passenger | Hub-and-spoke passenger routes with payout per leg and tips tied to landing quality. |
| Sightseeing | Scenic waypoint routes — payout depends on holding altitude / route fidelity. |
| Survey | Low-altitude photography/recon passes over marked zones. |
| Smuggling | Started from the Pilot Tablet via the Cargo Dispatcher. Pick up illegal cargo, fly to a remote drop zone, release the crate — a red flare marks the landing. Whoever finds and loots the crate keeps the contents. Pilot is paid black money on a confirmed drop. Drops trigger police / criminality / gang dispatch alerts so the looters aren’t the only ones racing to the zone. |
| ATC / Tower | Full ATC duty mode with flight plans, clearances, and live radar. |
Cockpit Suite
HUD overlay in flight

Autopilot — waypoint route following

Autoland — Assisted landing on runway

** Auto Hovering for helis **

- HUD with airspeed, altitude, heading tape, vertical speed, fuel, engine health.
- ADI (Attitude Direction Indicator) — proper artificial horizon.
- TAWS — terrain awareness grid, ground-proximity callouts.
- TCAS — traffic collision avoidance with other aircraft.
- Autopilot — multi-waypoint route following (altitude + speed hold).
- Autoland — AI-assisted glide-slope capture to runway threshold.
- Cockpit voice callouts — altitude, bank angle, pull-up, gear warnings.
- Runway guide — blue alignment markers on final, auto-activated when ATC clears you.
- HUD is configured from the in-game admin panel (Settings tab). All toggles are saved per-server.
Customization
- In-world Aircraft Painter NPC — 17 preset colors + custom RGB.
- Paint is persisted per-aircraft in the DB; survives restarts.
Economy & Consequences
- Fuel depletion + refueling at stations / fuel trucks.
- Engine wear & repair — hard landings, overstress and combat damage all count.
- Insurance — buy a policy, claim after a crash.
- Strikes system — restricted-zone violations, crashes and reckless flight stack up to blacklists and surcharges.
- Logbook & reputation — every flight is logged per-pilot.
- Restricted airspace — Fort Zancudo etc. auto-scramble military escorts (emergency jobs bypass).
Admin Tooling (/adminps)

- In-game admin panel, ACE-group gated.
- Whitelist / blacklist players, clear strikes, tune surcharges live.
- Zone editor — toggle restricted zones, create new ones, edit polygons in-game.
- Job / aircraft toggles per-server.
- Certificate reset per-player.
- Discord webhook for flights, strikes, purchases, smuggling busts.
Pilot Tablet (/pilottablet)
- Live flight radar showing every aircraft in the air.
- Flight plans, route builder, logbook, reputation, insurance claims, rent-return — all in one UI.
- Job entry point for cargo and smuggling — no separate slash command needed.
Commands & Keybinds
Minimal by design — everything else is handled in-world through NPCs, the HUD overlay, or the Pilot Tablet UI.
| Input | Who | Purpose |
|---|---|---|
/adminps |
Admin (ACE) | Open the admin panel |
/pilottablet |
Anyone | Open the Pilot Tablet (also usable from inventory if enabled) |
F10 |
Anyone | Toggle ATC cursor / communications (rebindable in FiveM key settings) |
/setjob <id> pilot <grade> |
Admin (framework built-in) | Assign pilot grade 0–4 |
Multi-Framework (auto-detected)
- QBox (
qbx_core) - QBCore (
qb-core) - ESX Legacy (1.13+) (
es_extended)
Bridge files are open / editable (in escrow_ignore) — swap integrations without touching escrowed code. If you run a custom framework fork, you can point the bridge at it in under 10 minutes.
Dependencies
Hard (required):
oxmysqlox_libox_inventory- one of:
qbx_core/qb-core/es_extended
Optional (auto-detected):
ox_target(falls back to[E]prompt)PolyZone(falls back to radius checks)qbx_vehiclekeys/qb-vehiclekeys
What’s editable (not escrowed)
config.lua— everything data-driven: aircraft list, prices, rent terms, locations, jobs, fees, paint presets.bridge/client.lua,bridge/server.lua— framework bridge.locales/*.lua— full translations (ships in EN + FR, drop in any language).html/hud-config.js— HUD colors, panel toggles, sound mappings, volume.- All sound files, aircraft images, tablet images, cockpit / airport / map / landing-zone / plane-status images — replace with your own branding.
Escrowed files contain the core logic and anti-leak protections.
Performance
- 0.00–0.00 ms idle.
- 0.02–0.09 ms in-flight with HUD + TAWS + TCAS + autopilot active.
- Server: event-driven, no polling threads on idle.
- All DB writes batched; schema auto-migrates on start — no manual SQL after the initial import.
Install time
5–10 minutes. Full step-by-step in the bundled README.md:
- Drop the folder in
resources/. ensure MS_FlightSiminserver.cfg(after your framework + ox_*).- Import
sql/schema.sql. - Add the
pilotjob to your framework and thepilot_tabletitem toox_inventory. - Restart.
Support
- Discord: MikeScripts
- Ticket channel + role access issued automatically on Tebex purchase verification.
- Active updates — database migrations run automatically on restart, so updates are drop-in.
| Code is accessible | No (escrowed, with escrow_ignore exceptions listed above) |
| Subscription-based | No (one-time purchase) |
| Lines (approximately) | <20,000 |
| Requires accounts | No (standalone, Cfx.re asset escrow only) |
| Support | Yes |
| Requirements | oxmysql, ox_lib, ox_inventory + one of qbx_core / qb-core / es_extended |
Changelog
v3.1.0 (current)
- Smuggling flow simplified: job is now started from the Pilot Tablet via the Cargo Dispatcher. Removed the separate Shady Contact and Contraband Buyer NPCs — whoever loots the dropped crate keeps the contents, pilot is paid black money on confirmed drop.
- Multi-shipment hard cap of 2 (matches the plane’s physical 2-pallet cargo bay) — enforced both in config and in server-side fallback.
- the possibility to add custom airports with admin menu in-game
- Locale cleanup: dropped unused entries (
smugSell,smugUnknownDealer,smugBlackMarketBlip).
v3.0.0
- Multi-framework auto-detect (QBox / QBCore / ESX Legacy).
- New: ATC duty mode, autopilot, autoland, TCAS, TAWS, runway guide.
- New: passenger, sightseeing, survey, smuggling job flows.
- New: in-flight malfunctions system.
- Streamlined command surface — now NPC-/HUD-driven instead of slash-command driven.
- Automatic DB migrations — no manual schema steps on updates.
