The ball joint in Plane Crazy is a 1x2 mechanical block introduced in Update 110 that provides multi-axis rotation and built-in mouse tracking. Unlike traditional hinges or standard motor blocks, a single ball joint can rotate across all axes up to 90 degrees or follow the player cursor directly when Mouse Control is enabled. This makes it an essential mechanical part for compact 1-block turrets, supermaneuverable fighter jets, walking mechs, and Aerial Nuisance Object (ANO) tracking cores.
Ball Joint Properties and Configuration Settings
The ball joint features 10 connection faces and an internal configuration menu accessible through the in-game configure tool. Understanding its default keybinds and values is necessary to tune it for specific vehicle builds.
| Setting | Default Value | Adjustable Range | Function |
|---|---|---|---|
| Toggle Key | F | Any keybind | Toggles mouse-tracking or active movement on and off |
| Reset Key | U | Any keybind | Returns the ball joint to its default neutral alignment |
| Rot Left | Q | Any keybind | Manually rotates the joint to the left |
| Rot Right | E | Any keybind | Manually rotates the joint to the right |
| Friction | 1 | 0 to 3000 | Increases rotational resistance (useful for differentials and clutches) |
| Speed | 3 | 0 to 100 | Dictates how rapidly the joint swivels toward inputs or cursor position |
| Max Angle | 90° | 0° to 90° | Caps the maximum angular deflection allowed for the joint |
| Max Torque | 30 | 0 to 3000 | Adjusts the rotational force the joint exerts to move attached weight |
| Mouse Control | OFF | ON / OFF | Forces the ball joint to automatically track the mouse cursor |
Manual rotation inputs (Q and E) can rotate the joint regardless of the configured Max Angle limit. When Mouse Control is toggled on, the joint ignores manual keyboard steering and focuses entirely on cursor tracking.
Building Supermaneuverable Aircraft
In aerial dogfights and PvP servers, standard aircraft turning circles can leave pilots vulnerable to tailing fighters and shredders. Placing a ball joint configured for cursor tracking directly inside or on the nose of an aircraft unlocks supermaneuverability, allowing jets to execute rapid, high-angle-of-attack maneuvers and snap turns in less than a second.
Setup Steps for Fighter Jets
- Clear clearance space: In the nose or central chassis of your aircraft, delete obstructing wedges and blocks. Ensure there are at least two blocks of open clearance forward, left, right, and above the ball joint so the moving part never clips into the fuselage.
- Place the ball joint: Mount the ball joint directly onto a solid support block inside the cavity or underneath the nose structure.
- Configure the mechanics:
- Mouse Control: ON
- Speed: Max (up to 50 or 100)
- Max Torque: High (tested by creators between 400 and maximum depending on jet weight)
- Max Angle: Set to 0° or 1° (this setting forces the joint to rapidly pull the entire airframe toward cursor movements without excessive loose wobble)
- Toggle Key: Rebind away from F (for example, to Page Down) to prevent accidental toggling when firing rocket pods or fireworks.
- Add rear stabilization: Place aerodynamic stabilizers or wing panels at the rear of the plane to balance the intense turning torque generated by the nose joint.
- Spawn and activate: Once spawned on the runway, initiate flight. If the tracking feels locked or inverted, bump the aircraft gently on the runway or toggle the assigned keybind to register server-side physics alignment.
Building Ball Joint Mechs and Turrets
Before the addition of the ball joint, builders relied on stacking two separate Motor 2 blocks to create dual-axis pitch and yaw aiming mechanisms. A single ball joint replaces that bulky setup.
Mouse-Aim Turrets
Enabling Mouse Control turns the ball joint into a compact, 1-block turret mount. Mounting weapons like guns, fireworks, or rocket launchers on the moving face allows you to aim freely in any direction without dedicating plot space to multi-tiered motor cages.
Mech Cores
Mech builders utilize the ball joint as a central torso or hip core. Unlike gyro setups, the ball joint core allows full vertical aiming (looking up and down) and pairs seamlessly with specialized components such as suspension blocks, pistons, and ropes.
When building a ball joint mech, keep the third-person camera positioned at an elevated angle (such as above the head or torso). If the camera is positioned too close to the ball joint, the cursor will touch the joint itself. This causes the game engine to attempt self-correction, resulting in violent frame shaking and unwanted wobbling.
Remote Gundam Funnels
Community creators also utilize ball joint mouse tracking to construct Gundam funnels and flying remote weapon drones. A miniature weapon pod is built using helium blocks for neutral buoyancy, tethered to the main craft via transparent rope, and steered by a ball joint set to mouse control. By encasing the assembly with lightweight plates or non-collide compressors, builders create floating detached weapons that follow cursor movements across the sky.
Ball Joint vs. Motor 2 Gyro Core
Plane Crazy builders frequently debate whether to use a ball joint core or a Motor 2 gyro core for Aerial Nuisance Objects (ANO), PvP shredders, and tracking systems. Both serve distinct mechanical roles.
| Feature | Ball Joint Core | Motor 2 Gyro Core |
|---|---|---|
| Size Footprint | Compact 1x2 block | Requires 2+ blocks (Motor 2 stack + Gyro) |
| Vertical Aiming | Full up-and-down pitch | Limited or requires multi-joint alignment |
| Turn Speed | Moderate to high (slightly slower rotation) | Extremely fast rotation snap |
| Setup Complexity | Low (single block configuration) | High (requires axis locks and core balancing) |
| Whole-Build Rotation | Rotates entire vehicle chassis | Rotates everything except the isolated core |
| Camera Sensitivity | Can wobble if camera clips the joint | Unaffected by third-person camera proximity |
While Motor 2 gyro assemblies achieve raw rotational speed in high-tier PvP shredders, the ball joint offers significantly higher durability, simpler mounting, and superior vertical elevation control.
Troubleshooting and Common Issues
Ball Joint Does Not Follow the Cursor
- Clearance Obstruction: If blocks, armor panels, or weapon barrels are welded directly adjacent to the swiveling face, the joint will freeze. Maintain clear clearance surrounding the joint.
- Toggle Conflict: The default toggle key is F. If your build uses F to fire rockets, cannons, or drop gear, pressing it turns off mouse tracking. Rebind the ball joint toggle to an unused key.
- Engine Physics Desync: When using massless or motor-locked setups, ball joints can fail to read initial inputs upon spawning. Toggling into first-person view and back to third-person view, or bumping the vehicle against the ground, typically refreshes the tracking logic.
Inverted Direction or Spinning Out of Control
- Camera Clipping: If your third-person camera sits too close to the mechanical joint, the tracking flips backward. Zoom the camera out or add an elevated pilot seat to raise the perspective.
- Max Angle Configuration: If the joint swings past its intended angle in an aircraft, lower the Max Angle to 0° or 1° and ensure stabilizing rear wings are installed to prevent aerodynamic tumbling.
Frequently Asked Questions
Can the ball joint be used on mobile or console?
The ball joint functions across all platforms supporting Plane Crazy. However, Mouse Control relies directly on mouse cursor coordinates.
What is the difference between a ball joint and a universal joint in Plane Crazy?
The universal joint is designed for keyboard-driven directional steering (using keys for up, down, left, and right) with a powered toggle. The ball joint is specifically built with a native Mouse Control mode that follows the cursor automatically across all axes.
Why does my plane spin in circles after installing a ball joint?
Uncontrolled spinning usually occurs when the ball joint has too much freedom of movement without aerodynamic damping. Lower the Max Angle setting toward 0° or 1°, raise friction slightly if needed, and place aerodynamic stabilizers at the rear wings to keep the aircraft centered along its flight path.











