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[Rework Request] Vehicles
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Description

1. Summary

2 Fixes

  • Slippery spawns on slopes
  • Brake state on spawn
  • Animation issues
  • M997 ambulance light issues
  • Get-in/out issues with engine and breaks
  • Break issues

3 Tweaks

  • Heftier handling for heavy vehicles
  • BRDM agility boost

4 Major New Features

  • 4.1 Vehicle Customization
  • 4.2 Vehicle Salvage & Recovery
  • 4.3 Adaptive Traction, Dynamic Environment & Environmental/Weather Effects

5 Minor New Features

  • Speed limiter
  • First-person view mode
  • Manual transmission
  • Deployable camo nets
  • Automated garbage collector
  • Helicopter structural stress
  • Open-Top Firing

6 New Vehicles

  • Water
    • Speedboat
    • Light Cargo Boat
    • MG-Mounted Patrol Boat
  • Ground
    • US “UAZ-452” Equivalent
    • Flatbed Containers Truck
  • Air
    • CH-47 Chinook

7 Quality-of-Life

  • Arsenal ↔ Vehicle link
  • Vehicle presets

8 Already Planned

  • Periscopes & view modes

9 Server Settings overview
10 Linked Feedback & Ressources



2. Fixes

  • Slippery spawns on slopes Vehicles spawning on inclines slide and bounce; ensure they spawn with ground-contact flags set.
  • Brake state on spawn Default to brakes-on at spawn so vehicles don’t roll away unexpectedly.
  • Animation Issues when getting in or out of a vehicle Getting in a vehicle while pressing space disengage the brakes but stops the animation. Getting out of a vehicle while pressing forward will start the engine.


3. Tweaks

  • Heftier handling for heavy vehicles Stronger engine torque and refined traction curves to reduce tipping risk while preserving top speed.
  • BRDM agility boost Better uphill torque and a more powerful engine—so it feels faster and distinct from a standard BTR.


4. Major New Features

4.1 Vehicle Customization

Two possible design paths:

Deep “Attachment” Rework

  • All vehicles share a core chassis.
  • Swappable rear modules (flatbed ↔ troop benches ↔ command pod, etc.).
  • On-chassis cosmetic layers (paint jobs, roll cages, snorkels).

Keeps the “variant” concept but unifies assets around one base model.

Light Customization Add‑Ons

  • Vehicles remain specialized types (LAV, truck, etc.).
  • Players choose quick-apply kits:
    • Functional (RPG cage, extra armor)
    • Cosmetic (paint scheme, camo stripe)

Minimizes mod proliferation—you don’t need fifty paint-job variants registered as separate vehicles.

4.2 Vehicle Salvage & Recovery

  • Burned-out vehicle removal Players can “shovel” or trigger a clear-wreck animation to remove destroyed hulks.
  • Tow trucks Dedicated US/RUS recovery rigs with high-torque winches—can pull stuck or damaged vehicles uphill without sliding.

4.3 Adaptive Traction, Dynamic Environment & Environmental/Weather Effects

  • Mud puddles Some dirt patches become mud after prolonged rain (\~30 min), both visually and in collision.
  • Terrain slowdown & stuck checks Vehicles slow or stall in mud, sand, snow—settings to control slowdown/stall thresholds and mud-puddle rates.
  • Wind influence on helicopters Affects handling; adjustable via HelicopterAffectedByWind (int, default 1; >1 more, <1 less, 0 none).
  • Storm events Dynamic gusts, lightning and heavy rain for immersive weather.
  • Spreadable wildfires Fires can ignite and spread through vegetation, damaging—but not consuming—structures. Controlled by WildfiresModifier (default 1; 0 = no spread/damage).

*Note: A follow-up post is available : https://feedback.bistudio.com/T191885 .*



5. Minor New Features

  • Speed limiter Mouse-wheel-controlled VehicleTopSpeedCap limiter (km/h) for precise convoy pace.
  • First-person view mode (server-controlled) Modes:
    1. 1st-person only (unavailable until periscopes WIP)
    2. 1st-person only when out of combat (10 min timer since last shot within 300 m)
    3. 3rd-person only
    4. Both allowed
    5. 1st-person only, but allow 3rd-person in vehicles (periscopes pending)
  • Manual transmission ManualShiftingEnabled enum {Enforce, Disabled, Any} for gear & clutch control.
  • Deployable camo nets Two sizes; deploy at maintenance points. Prevents engine start; turret operation TBD.
  • Automated garbage collector
    • Types: GarbageCollectorTargetTypes enum\[] (Car, Truck, Heli)
    • States: GarbageCollectorTargetStates enum\[] (Abandoned, CamoNetted, Burned, All = not in use)
    • VehiclesGarbageCollectorInterval (min) general pass
    • CamoNettedVehiclesCleanupInterval (min) camo-net pass
    • CamoNetPersistenceDuration (min; 0 = if targeted defaults to general interval)
  • Helicopter structural stress Sudden deceleration can break rotors; varied by frame. HelicopterStressModifier int (default 1; 0 = no stress, >1 = hardcore).
  • Open-Top Firing Fire seated from jeeps/open-roof transports.
  • Helicopter crashes Crashing an helicopter should not feel like a ball on the ground. Increase the death probability too when crashing.


6. New Vehicles

Water

  • Speedboat: Nimbly zip across rivers and lakes—for quick insertion or extraction.
  • Light Cargo Boat: Haul gear and supplies in tight waterways.
  • MG-Mounted Patrol Boat: Lightly armored with a pintle-mounted machine gun for riverine support.

Ground

  • US “UAZ-452” Equivalent: 4×4 light utility hauler (≈ 800 supplies) for high-speed logistics runs.
  • Flatbed Containers Truck: Transports ISO-style containers (2 500 supplies each). Requires heavy-vehicle bays or new “Container Loading Station.”

Air

  • CH-47 Chinook (Cold War era): Twin-rotor heavy lift—slower and bulkier than a UH-1 but carries massive loads of troops/supplies.


7. Quality-of-Life

  • Arsenal ↔ Vehicle link Right-click an Arsenal item to load it directly into a nearby vehicle—no backpack juggling.
  • Vehicle presets Save/load full loadouts (modules, ammo, cosmetics) across sessions; JSON-exportable for sharing or pre-staging.


8. Already Planned

  • Periscopes & view modes Periscopes on select vehicles plus the option to disable third-person camera entirely.


9. Server Settings

9.1 Vehicle Performance & Control

NameTypeDescription
SpawnOwnershipDurationint (seconds)Time a spawned vehicle remains squad-locked
FirstPersonOnlyModeenum {1stOnly, 3rdOnly, Both, 1stOnly3rdVehicles}Camera restrictions
ManualShiftingEnabledenum {Enforce, Disabled, Any}Gear & clutch control setting

9.2 Utility Systems

NameTypeDescription
AutoMaintenanceEnabledboolAI auto-repair, refuel, reload in maintenance zones
TrailerSystemEnabledboolEnable trailer hitch & towing mechanics

9.3 Cleanup & Persistence

NameTypeDescription
VehiclesGarbageCollectorIntervalint (minutes)Interval between general vehicle cleanup passes
GarbageCollectorTargetTypesenum arrayCleanup targets by type—Car, Truck, Heli
GarbageCollectorTargetStatesenum arrayCleanup targets by state—Abandoned, CamoNetted, Burned, All (not in use)
CamoNettedVehiclesCleanupIntervalint (minutes)Interval between cleanup passes for camo-netted vehicles
CamoNetPersistenceDurationint (minutes)Exemption duration; if 0 and targeted, defaults to general cleanup interval

9.4 Environment & Weather

NameTypeDescription
MudFormationTimeint (minutes)Rain duration to create mud puddles in dirt spots (default: 30 min)
VehiclesTractionModifierOnWetRoadfloatWet-road grip modifier (default: 0.8; 1 = no penalty, 0 = ice)
VehiclesSlownessModifierOnMudfloatMud grip modifier (default: 0.5; 1 = no penalty, 0 = instant stuck)
HelicopterAffectedByWindfloatWind impact on helicopters (default: 1; >1 more affected, <1 less, 0 unaffected)
WildfiresModifierfloatWildfire spread & damage scale (default: 1; 0 = no spread or damage)

Looking forward to any further feedback—cheers!

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Feature Request
Additional Information

Event Timeline

Ciberdead created this task.Fri, May 2, 9:18 PM
Ciberdead updated the task description. (Show Details)Sat, May 3, 11:37 AM
Ponezun added a subscriber: Ponezun.Sun, May 4, 8:58 AM

Really well thought out and good advice, I totally agree!

Ciberdead updated the task description. (Show Details)Mon, May 5, 4:26 PM
Ciberdead edited Additional Information. (Show Details)
Geez changed the task status from New to Feedback.Tue, May 6, 12:37 PM
Ciberdead updated the task description. (Show Details)Wed, May 14, 2:54 PM
Ciberdead edited Additional Information. (Show Details)
Ciberdead updated the task description. (Show Details)Fri, May 16, 9:22 AM
Ciberdead edited Additional Information. (Show Details)

Some people argue that CAS rocket spam is a problem.

Personally : i haven't seen it much, its great asset but can be countered by LAV/BRDM

However : we could increase the required amount of supplies needed to refill a rocket to prevent too many people spamming, or maybe forcing people to use the rockets more "precisely"

A suggestion would be to increase the cost of a rocket to 100 or 150 supply each for HE and 150 or 200 supply each for HEDP