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Hatchbacks are civilian cars featured in ArmA: Armed Assault, ArmA 2, and ArmA 3.


ArmA: Armed Assault[]

The Hatchback is driven by Sahranian civilians in ArmA: Armed Assault.

Overview[]

  • Role:
    • Civilian transportation
« Civilian Car.
Library Description
»

Design[]

The Hatchback is a five-door compact car with a hatchback layout.

Features
Old but reliable, the Hatchback is a simple civilian vehicle used to get from one location to another. There are few differences to the Sedan, save that the Hatchback has slightly stiffer handling.

Drawbacks
Fragile even by the standards of most civilian vehicles, the Hatchback is ill-suited for use in any combat situation. A few bursts of gunfire are more than enough to cause the vehicle to explode soon after it takes critical damage.

While driving off-road, the Hatchback also has terrible handling and suffers severe penalties to its top speed.[A1CfgV 5] It will have immense difficulty in climbing up hills and faces an increased risk of rollovers while driving on steep terrain.

Crew Capacity
The Hatchback contains enough seats for the driver and up to a maximum of three passengers.[A1CfgV 1]


Protection[]

The Hatchback has a base armour value of 20.[A1CfgV 6]

Body[]

The Hatchback's body can withstand up to 20 points of damage.[A1CfgV 7][Formula 1] Depletion of its integrity will always result in the vehicle's destruction.[A1CfgV 8]

Engine[]

The Hatchback's engine can only take a maximum of 8 points of damage before it fails.[A1CfgV 9][Formula 2] 100% of incoming damage will be shared with the vehicle's main "health" pool. The Hatchback can explode if it is at or near critical "health" status at the time of the engine's destruction.[A1CfgV 10]

Fuel tank[]

The Hatchback's fuel tank can only withstand up to 6 points of damage before it ruptures.[A1CfgV 11][Formula 3] 100% of incoming damage will be shared with the Hatchback's main "health" pool. The vehicle can explode if it is at or near critical "health" status when the fuel tank is destroyed.[A1CfgV 12]

Wheels[]

Each of the Hatchback's four wheels can take up to 3 points of damage before their tyres burst.[A1CfgV 13][A1CfgV 14][A1CfgV 15][A1CfgV 16][Formula 4] No damage inflicted upon any of the wheels will be shared with the vehicle's main "health" pool.[A1CfgV 17][A1CfgV 18][A1CfgV 19][A1CfgV 20]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Hatchback has a camouflage[1] rating of 2.[A1CfgV 21]

Cost[]

Main article: AI Basics: Targeting priority

The Hatchback has a cost[2] value of 2000.[A1CfgV 22]

Threat values[]

Main article: AI Basics: Targeting priority

The Hatchback is considered to be a medium-risk threat[3] to AI-controlled infantry units, ground vehicles, and aircraft (0.5/0.5/0.5).[A1CfgV 23] AI will only engage the Hatchback if there are no other more threatening/higher value targets within range.

Noise factor[]

Main article: AI Basics: Detection

The Hatchback has an audible[4] factor of 3.[A1CfgV 24]


Trivia[]

  • The Hatchback in Armed Assault is modelled after the Volkswagen "Passat B1" (alternately known as the "Typ 32").

Gallery[]

ArmA 2[]

The Hatchback is driven by Chernarussian civilians in ArmA 2.

Overview[]

  • Role:
    • Civilian transportation
« The Wolkie is a German-made small family car, sold in US as the Bunny.
Armoury Description
»

Design[]

The ArmA 2 Hatchback is a five-door compact car with a hatchback layout.

Features
It is available in both modernised and older variants, with the only difference being their appearance and layout. Each variant retains virtually identical performance metrics and handling. Unlike its predecessor in Armed Assault, ArmA 2's new Hatchback has one additional passenger "seat" in the vehicle's boot[A2CfgV 1] (Old Hatchbacks still have only three passenger seats[A2CfgV 2]).

Mobility
The ArmA 2 Hatchback is virtually identical to the Czech-made Touring car and shares the same acceleration rate on flat surfaces. Whether it is the old or modernised Hatchback, both vehicles can comfortably accelerate up to an absolute maximum speed of 101 km/h (depending on the terrain).

However, both Hatchbacks will essentially grind to a snail's pace when going off-road. Driving on rocky or even just grassy terrain will instantly cut their speeds to 23 km/h. Both Hatchbacks will also struggle to turn while going off-road[A2CfgV 11][A2CfgV 12], though they won't need too much room to make U-turns due to their compact sizes.[A2CfgV 13][A2CfgV 14]

Drawbacks
Just like in Armed Assault, ArmA 2 Hatchbacks are no different and remain just as fragile. Both variants will not survive any form of combat and will be quickly disabled after one or two bursts of gunfire, either to their engines or wheels.

Crew Capacity
Aside from the driver, the newer Hatchback has a passenger capacity of four[A2CfgV 1] while the Old Hatchback supports up to only three passengers.[A2CfgV 2]


Variants[]

Arma2-render-hatchback
Modernised standard variant. Can transport up to four passengers.[A2CfgV 1]

Arma2-render-hatchbackold
Older model. Statistically identical to the modern variant but can only transport up to three passengers as opposed to four.[A2CfgV 2]


Camouflage[]

  • Yellow: Scratched and worn-out flat yellow paint scheme. Only used on old Hatchbacks.
  • Red: Bright red paint scheme. Only used by modern Hatchbacks.

Protection[]

Both variants of the Hatchback have base armour values of 20.[A2CfgV 15][A2CfgV 16]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:

Arma2-hatchback-hitpoints

Left: Old, Right: New

LEGEND
Green = Body
Orange = Engine
Violet = Fuel tank

Body[]

The vehicle's body can withstand up to 20 points of damage.[A2CfgV 17][Formula 5] Depletion of its integrity will always result in the vehicle's destruction.[A2CfgV 18]

Engine[]

The engine can only take a maximum of 8 points of damage before it fails.[A2CfgV 19][Formula 6] At least 20% of incoming damage will be shared with the vehicle's main "health" pool. The Hatchback can explode if it is at or near critical "health" status at the time of the engine's destruction.[A2CfgV 20]

Fuel tank[]

The vehicle's fuel tank can only withstand up to 6 points of damage before it ruptures.[A2CfgV 21][Formula 7] At least 50% of incoming damage will be shared with the Hatchback's main "health" pool. The vehicle can explode if it is at or near critical "health" status when the fuel tank is destroyed.[A2CfgV 22]

Wheels[]

Each of the Hatchback's four wheels can take up to 6 points of damage before their tyres burst.[A2CfgV 23][A2CfgV 24][A2CfgV 25][A2CfgV 26][Formula 8] Up to 30% of incoming damage to any of the wheels will be shared with the Hatchback's main "health" pool. The Hatchback can potentially explode if the vehicle is at or near critical "health" status when all four wheels are destroyed.[A2CfgV 27][A2CfgV 28][A2CfgV 29][A2CfgV 30]


Defensive sensors[]

Neither variant of the Hatchback is equipped with defensive sensors. The driver will not be alerted if a guided weapon or projectile is attempting to acquire a lock onto the vehicle.[A2CfgV 31][A2CfgV 32][A2CfgV 33][A2CfgV 34]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

Both variants of the Hatchback have a camouflage[1] rating of 2.[A2CfgV 35][A2CfgV 36]

Cost[]

Main article: AI Basics: Targeting priority

The newer Hatchback variant has a cost[2] value of 5000[A2CfgV 37] while the Old Hatchback variant has a cost value of 2000.[A2CfgV 38]

Threat values[]

Main article: AI Basics: Targeting priority

Both variants of the Hatchback are considered to be a medium-risk threat[3] to AI-controlled infantry units, ground vehicles, and aircraft (0.5/0.5/0.5).[A2CfgV 39][A2CfgV 40] AI will only engage Hatchbacks if there are no other more threatening/higher value targets within range.

Noise factor[]

Main article: AI Basics: Detection

Both variants of the Hatchback have an audible[4] factor of 3.[A2CfgV 41][A2CfgV 42]


Trivia[]

  • The standard ArmA 2 Hatchback is modelled after the German-made Volkswagen "Golf Mk4" compact car (also known as the "VW Type 1J").
    • The old variant is a slightly updated port of the Hatchback from Armed Assault and is similarly based on the 1985 model of the "Passat B1".
  • Amusingly, the fourth passenger seat is actually located in the boot/trunk of the Hatchback itself. The passenger will be forced into a fetal position while riding in this "seat".
  • Prior to Patch 1.07, the Hatchback's horn was not audible in online/LAN multiplayer sessions and would remain completely silent.[5]
  • At launch, both variants of the Hatchback lacked proper interior sound attenuation and would remain completely silent in first person. This was eventually fixed by the release of the latest Steam version patches (as part of the Community Configuration Project).[6]

Gallery[]

ArmA 3[]

The Hatchback is driven by Altian civilians in ArmA 3.

Overview[]

  • Roles:
    • Civilian transportation
    • Motorsports
« A four-seat hatchback car mass-produced in the Far East to satisfy increasing demand for family cars. Economical operation, enhanced safety and a roomy trunk made these cars widely popular in the whole of Europe. Also comes in a sporty version.
Field Manual
»

Design[]

The ArmA 3 Hatchback is a five-door car that uses a front-wheel drive layout.

Features
It is available in two variants: the standard version and a dedicated sports variant designed for motorsports. Compared to the baseline Hatchback the Sports model has a stronger engine that enables it to reach more than double the top speed of regular Hatchbacks.

Mobility
The engine on the standard (non-Sport) Hatchback has a power output of 103 kW[A3CfgV 9] and can generate only 174 N·m of torque.[A3CfgV 10] The Sport variant on the other hand, has a stronger engine with a power output of 285 kW[A3CfgV 11] and is capable of generating up to 450 N·m of torque.[A3CfgV 12]

Handling-wise, the Hatchback remains mostly similar to its predecessor in that it has fairly decent acceleration and turn rates on paved roads but has otherwise average handling in general.[A3CfgV 13][A3CfgV 14] As is to be expected, it also has poor acceleration while driving off-road.[A3CfgV 15][A3CfgV 16]

Drawbacks
The ArmA 3 Hatchback naturally retains the same flaws as its predecessor - namely that it doesn't have any armour plating that would protect its passengers from gunfire or explosives.

The vehicle itself is quite fragile as a result and can be rendered disabled (if not becoming a total loss) from colliding with small objects or structures even at moderate speeds. Additionally, the ArmA 3 Hatchback loses one passenger "seat" as the vehicle's boot can no longer support a fourth passenger (unlike in ArmA 2).

Crew Capacity
Both variants of the ArmA 3 Hatchback are capable of transporting up to four riders (three passengers and the driver).[A3CfgV 1][A3CfgV 2]


Variants[]

Arma3-render-hatchbackdarkgrey
Baseline variant. Can transport up to three passengers.[A3CfgV 1]

Arma3-render-hatchbacksportblue
Faster version of the baseline Hatchback for motorsports racing.

Thanks to its significantly more powerful engine[A3CfgV 11], it has a top speed of up to 298 km/h on flat and level terrain. Its acceleration is also dramatically increased even without turbo activated. Aside from this, it remains functionally unchanged from the standard variant and supports the same number of passengers.[A3CfgV 2]


Camouflage[]

Regular[]

  • Beige: Pattern-less beige paint scheme.
  • Beige (Custom): Beige paint scheme with small, orange-coloured flame patterns on the rear of the vehicle's body.
  • Black: Pattern-less black paint scheme.
  • Blue: Pattern-less turquoise blue paint scheme.
  • Blue (Custom): Dark blue paint scheme with small lime green-coloured line patterns on the doors.
  • Dark Grey: Pattern-less dark grey paint scheme.
  • Green: Pattern-less bright green paint scheme.
  • Grey: Pattern-less flat grey paint scheme.
  • Yellow: Pattern-less amber yellow paint scheme.

Sport[]

  • Beige: Beige paint scheme with a sand-coloured stroke pattern.
  • Blue: Two-tone dark blue/sky blue paint scheme with red, black, and yellow-coloured stripe/line patterns.
  • Green: Dark green paint scheme with a light green/lime green-coloured stripe/line pattern.
  • Orange: Bright orange paint scheme with a light orange stroke pattern.
  • Red: Red paint scheme with a light red stroke pattern.
  • White: White paint scheme with black and red-coloured stripe/line patterns.

Protection[]

Both Hatchback variants have a base armour value of 30.[A3CfgV 17][A3CfgV 18] As civilian vehicles, they cannot be fitted with additional armour modules.

The following highlighted positions serve as weak points on Hatchbacks:

Arma3-hatchback-hitpoints

LEGEND[SCR 2]
Green = Body
Orange = Engine
Violet = Fuel tank

Weak point locations are identical on both the baseline and Sport variants.


Body[]

The vehicle's body can withstand up to 30 points of damage.[A3CfgV 19][Formula 9] It takes 150% increased damage from high-explosive (HE) type munitions.[A3CfgV 20] At least 60% of incoming damage will be shared with the vehicle's main "health" pool. Depending on the Hatchback's "health" status (near or at critical), the vehicle can outright explode if the body's integrity is fully depleted.[A3CfgV 21]

Engine[]

The Hatchback's engine can only take a maximum of 15 points of damage before it fails.[A3CfgV 22][Formula 10] It takes 50% reduced damage from HE-type munitions.[A3CfgV 23] Up to 50% of incoming damage will be shared with the vehicle's main "health" pool. The Hatchback can explode if it is at or near critical "health" status at the time of the engine's destruction.[A3CfgV 24]

Fuel tank[]

The Hatchback's fuel tank can only withstand up to 15 points of damage before it ruptures.[A3CfgV 25][Formula 11] It takes 150% increased damage from HE-type munitions.[A3CfgV 26] At least 50% of incoming damage will be shared with the Hatchback's main "health" pool. The vehicle can explode if it is at or near critical "health" status when the fuel tank is destroyed.[A3CfgV 27]

Wheels[]

Each of the Hatchback's four wheels can take up to 80 points of damage before their tyres burst.[A3CfgV 28][A3CfgV 29][A3CfgV 30][A3CfgV 31][note 1] The Hatchback's wheels take 400% additional damage from HE-type munitions.[A3CfgV 32][A3CfgV 33][A3CfgV 34][A3CfgV 35] Damage to any of the wheels will not be shared with the Hatchback's main "health" pool.[A3CfgV 36][A3CfgV 37][A3CfgV 38][A3CfgV 39]


Mobility[]

Engine[]

The baseline Hatchback's engine has a power output of 103 kW.[A3CfgV 9] It has an idle rotational speed of 83.7758 rad/s[A3CfgV 40] and a maximum rotational speed of 733.038 rad/s.[A3CfgV 41] It has a maximum attainable torque of 174 N·m[A3CfgV 10] and a moment of inertia[7] value of 0.6.[A3CfgV 42]

On the other hand, the Sport variant's engine has a power output of 285 kW.[A3CfgV 11] It has an idle rotational speed of 104.72 rad/s[A3CfgV 43] and a maximum rotational speed of 733.038 rad/s.[A3CfgV 44] It has a maximum attainable torque of 450 N·m[A3CfgV 12] and a moment of inertia value of 0.8.[A3CfgV 45]

Torque curves (Hatchback)[]

Engine RPM (@%) X-value[8] Y-value[8]
@ 12.5% 0.114286[A3CfgV 46] 0.804598[A3CfgV 46]
@ 25% 0.142857[A3CfgV 46] 0.827586[A3CfgV 46]
@ 37.5% 0.314286[A3CfgV 46] 0.948276[A3CfgV 46]
@ 50% 0.442857[A3CfgV 46] 0.971264[A3CfgV 46]
@ 62.5% 0.614286[A3CfgV 46] 1[A3CfgV 46]
@ 75% 0.771429[A3CfgV 46] 0.982759[A3CfgV 46]
@ 87.5% 0.857143[A3CfgV 46] 0.965517[A3CfgV 46]
@ 100% 1[A3CfgV 46] 0.862069[A3CfgV 46]

Torque curves (Hatchback/Sport)[]

Engine RPM (@%) X-value[8] Y-value[8]
@ 12.5% 0.142857[A3CfgV 47] 0.533333[A3CfgV 47]
@ 25% 0.285714[A3CfgV 47] 0.688889[A3CfgV 47]
@ 37.5% 0.428571[A3CfgV 47] 0.844444[A3CfgV 47]
@ 50% 0.571429[A3CfgV 47] 0.924444[A3CfgV 47]
@ 62.5% 0.714286[A3CfgV 47] 1[A3CfgV 47]
@ 75% 0.785714[A3CfgV 47] 1[A3CfgV 47]
@ 87.5% 0.857143[A3CfgV 47] 0.933333[A3CfgV 47]
@ 100% 1[A3CfgV 47] 0.733333[A3CfgV 47]

Gearbox (Hatchback)[]

The baseline Hatchback utilises a fully-automatic gearbox:[A3CfgV 48]

Gear #[9] Gearbox Ratio[9]
Reverse (R) -3.2[A3CfgV 49]
Neutral (N) 0[A3CfgV 49]
Gear 1 (D1) 3.6[A3CfgV 49]
Gear 2 (D2) 2.2[A3CfgV 49]
Gear 3 (D3) 1.35[A3CfgV 49]
Gear 4 (D4) 1.05[A3CfgV 49]
Gear 5 (D5) 0.85[A3CfgV 49]
Gear 6 (D6) 0.75[A3CfgV 49]
Gearbox (Hatchback): Idle[]

The baseline Hatchback's engine has an idle RPM of 800:[A3CfgV 50][SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -19.20 -0.00
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 21.60 0.00
Gear 2 (D2) 0.714 0.357 13.20 0.00
Gear 3 (D3) 0.671 0.357 8.10 0.00
Gear 4 (D4) 0.643 0.371 6.30 0.00
Gear 5 (D5) 0.643 0.400 5.10 0.00
Gear 6 (D6) 1.000 0.429 4.50 0.00
Gearbox (Hatchback): Reverse[]

The baseline Hatchback's engine has an RPM of 7,000 when reversing:[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -19.20 7011.15
Neutral (N) 0.117 0.143 0.00 -0.00
Gear 1 (D1) 0.714 0.121 21.60 -7887.54
Gear 2 (D2) 0.714 0.357 13.20 -4820.16
Gear 3 (D3) 0.671 0.357 8.10 -2957.83
Gear 4 (D4) 0.643 0.371 6.30 -2300.53
Gear 5 (D5) 0.643 0.400 5.10 -1862.34
Gear 6 (D6) 1.000 0.429 4.50 -1643.24
Gearbox (Hatchback): Drive (4th gear)[]

Without vehicle turbo active, the baseline Hatchback remains limited to 4th gear. The engine has an RPM of 4,351.07 while shifted to this gear:[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -19.20 -13231.00
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 21.60 14884.87
Gear 2 (D2) 0.714 0.357 13.20 9096.31
Gear 3 (D3) 0.671 0.357 8.10 5581.83
Gear 4 (D4) 0.643 0.371 6.30 4341.42
Gear 5 (D5) 0.643 0.400 5.10 3514.48
Gear 6 (D6) 1.000 0.429 4.50 3101.02
Gearbox (Hatchback): Drive (6th gear)[]

When vehicle turbo has been activated, the Hatchback will quickly transition to 6th gear. The engine has an RPM of 6,468.35 while shifted to this gear:[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -19.20 -27478.69
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 21.60 30913.53
Gear 2 (D2) 0.714 0.357 13.20 18891.60
Gear 3 (D3) 0.671 0.357 8.10 11592.57
Gear 4 (D4) 0.643 0.371 6.30 9016.45
Gear 5 (D5) 0.643 0.400 5.10 7299.03
Gear 6 (D6) 1.000 0.429 4.50 6440.32

Gearbox (Hatchback/Sport)[]

The Sports Hatchback has an automatic gearbox:[A3CfgV 51]

Gear #[9] Gearbox Ratio[9]
Reverse (R) -3.8[A3CfgV 52]
Neutral (N) 0[A3CfgV 52]
Gear 1 (D1) 3.6[A3CfgV 52]
Gear 2 (D2) 2.15[A3CfgV 52]
Gear 3 (D3) 1.55[A3CfgV 52]
Gear 4 (D4) 1.15[A3CfgV 52]
Gear 5 (D5) 0.9[A3CfgV 52]
Gear 6 (D6) 0.67[A3CfgV 52]
Gearbox (Hatchback/Sport): Idle[]

The Sport Hatchback's engine has an idle RPM of 1,000:[A3CfgV 53][SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -17.86 -0.00
Neutral (N) 0.229 0.143 0.00 0.00
Gear 1 (D1) 0.929 0.214 16.92 0.00
Gear 2 (D2) 0.929 0.643 10.11 0.00
Gear 3 (D3) 0.929 0.643 7.28 0.00
Gear 4 (D4) 0.929 0.643 5.40 0.00
Gear 5 (D5) 0.929 0.643 4.23 0.00
Gear 6 (D6) 1.000 0.643 3.15 0.00
Gearbox (Hatchback/Sport): Reverse[]

The Sport Hatchback's engine has an RPM of 7,000 when reversing:[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -17.86 6846.77
Neutral (N) 0.229 0.143 0.00 -0.00
Gear 1 (D1) 0.929 0.214 16.92 -6486.42
Gear 2 (D2) 0.929 0.643 10.11 -3873.83
Gear 3 (D3) 0.929 0.643 7.28 -2792.76
Gear 4 (D4) 0.929 0.643 5.40 -2072.05
Gear 5 (D5) 0.929 0.643 4.23 -1621.60
Gear 6 (D6) 1.000 0.643 3.15 -1207.19
Gearbox (Hatchback/Sport): Drive (4th gear)[]

The Sport Hatchback remains locked to 4th gear if vehicle turbo is toggled off. The engine has an RPM of 6,142.71 whilst the gearbox remains in this state:[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -17.86 -20270.13
Neutral (N) 0.229 0.143 0.00 0.00
Gear 1 (D1) 0.929 0.214 16.92 19203.28
Gear 2 (D2) 0.929 0.643 10.11 11468.63
Gear 3 (D3) 0.929 0.643 7.28 8268.08
Gear 4 (D4) 0.929 0.643 5.40 6134.38
Gear 5 (D5) 0.929 0.643 4.23 4800.82
Gear 6 (D6) 1.000 0.643 3.15 3573.94
Gearbox (Hatchback/Sport): Drive (6th gear)[]

When accelerating with vehicle turbo toggled on, the Sport Hatchback will immediately begin shifting to 6th gear. The engine has an RPM of 7,000 while it is in 6th gear (with turbo):[SCR 3]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -17.86 -39608.16[note 2]
Neutral (N) 0.229 0.143 0.00 0.00
Gear 1 (D1) 0.929 0.214 16.92 37523.51[note 2]
Gear 2 (D2) 0.929 0.643 10.11 22409.88[note 2]
Gear 3 (D3) 0.929 0.643 7.28 16155.96[note 2]
Gear 4 (D4) 0.929 0.643 5.40 11986.68[note 2]
Gear 5 (D5) 0.929 0.643 4.23 9380.88[note 2]
Gear 6 (D6) 1.000 0.643 3.15 6983.54[note 2]

Sensors[]

No variant of the Hatchback has access to sensors for targeting purposes.


Defensive sensors[]

Neither variant of the Hatchback is equipped with defensive sensors. The driver will not be alerted if a guided weapon or projectile is attempting to acquire a lock onto the vehicle.[A3CfgV 54][A3CfgV 55][A3CfgV 56][A3CfgV 57]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

Both variants of the Hatchback have a camouflage[1] rating of 2.[A3CfgV 58][A3CfgV 59]

Cost[]

Main article: AI Basics: Targeting priority

Both variants of the Hatchback have a cost[2] value of 50000.[A3CfgV 60][A3CfgV 61]

Threat values[]

Main article: AI Basics: Targeting priority

Both variants of the Hatchback are not considered to be a threat[3] to AI-controlled infantry units, ground vehicles, and aircraft (0/0/0).[A3CfgV 62][A3CfgV 63] AI will only engage Hatchbacks if there are no other more threatening/higher value targets within range.

Noise factor[]

Main article: AI Basics: Detection

Both variants of the Hatchback have an audible[4] factor of 5.[A3CfgV 64][A3CfgV 65]


Trivia[]

  • The ArmA 3 Hatchback is based on the 2007 model of the "i-Blue" concept car designed by Hyundai.
  • It was not originally featured as an asset in the Alpha and was only added at the game's full launch (as part of Game Update 1.00).[10]
  • Prior to Game Update 1.12, the Hatchback's lights were highly resistant to small arms fire and could withstand multiple direct hits from 12.7 mm bullets without breaking.[11]
  • Like the SUV, the release of Game Update 1.82 altered the Hatchback's handling so that it is possible to drift while turning.[12]
    • An unintended side effect of this update was that the Hatchback was also made significantly more fragile due to the new armour system, which means that the Hatchback is liable to explode on even the slightest of high-speed crashes against hard objects.

Gallery[]

Config/script references[]

CfgVehicles (ArmA: Armed Assault)

  1. 1.0 1.1 CfgVehicles >> car_hatchback >> transportSoldier
  2. CfgVehicles >> car_hatchback >> transportMaxWeapons
  3. CfgVehicles >> car_hatchback >> transportMaxMagazines
  4. CfgVehicles >> car_hatchback >> fuelCapacity
  5. CfgVehicles >> car_hatchback >> terrainCoef >> "6"
  6. CfgVehicles >> car_hatchback >> armor
  7. CfgVehicles >> car_hatchback >> HitBody >> armor
  8. CfgVehicles >> car_hatchback >> HitBody >> passThrough
  9. CfgVehicles >> car_hatchback >> HitEngine >> armor
  10. CfgVehicles >> car_hatchback >> HitEngine >> passThrough
  11. CfgVehicles >> car_hatchback >> HitFuel >> armor
  12. CfgVehicles >> car_hatchback >> HitFuel >> passThrough
  13. CfgVehicles >> car_hatchback >> HitLFWheel >> armor
  14. CfgVehicles >> car_hatchback >> HitRFWheel >> armor
  15. CfgVehicles >> car_hatchback >> HitLBWheel >> armor
  16. CfgVehicles >> car_hatchback >> HitRBWheel >> armor
  17. CfgVehicles >> car_hatchback >> HitLFWheel >> passThrough
  18. CfgVehicles >> car_hatchback >> HitRFWheel >> passThrough
  19. CfgVehicles >> car_hatchback >> HitLBWheel >> passThrough
  20. CfgVehicles >> car_hatchback >> HitRBWheel >> passThrough
  21. CfgVehicles >> car_hatchback >> camouflage
  22. CfgVehicles >> car_hatchback >> cost
  23. CfgVehicles >> car_hatchback >> threat[] >> {0.5,0.5,0.5}
  24. CfgVehicles >> car_hatchback >> audible

CfgVehicles (ArmA 2)

  1. 1.0 1.1 1.2 1.3 CfgVehicles >> VWGolf >> transportSoldier
  2. 2.0 2.1 2.2 2.3 CfgVehicles >> car_hatchback >> transportSoldier
  3. CfgVehicles >> VWGolf >> transportMaxWeapons
  4. CfgVehicles >> car_hatchback >> transportMaxWeapons
  5. CfgVehicles >> VWGolf >> transportMaxMagazines
  6. CfgVehicles >> car_hatchback >> transportMaxMagazines
  7. CfgVehicles >> VWGolf >> transportMaxBackpacks
  8. CfgVehicles >> car_hatchback >> transportMaxBackpacks
  9. CfgVehicles >> VWGolf >> fuelCapacity
  10. CfgVehicles >> car_hatchback >> fuelCapacity
  11. CfgVehicles >> VWGolf >> terrainCoef >> "6"
  12. CfgVehicles >> car_hatchback >> terrainCoef >> "6"
  13. CfgVehicles >> VWGolf >> turnCoef >> "2"
  14. CfgVehicles >> car_hatchback >> turnCoef >> "2"
  15. CfgVehicles >> VWGolf >> armor
  16. CfgVehicles >> car_hatchback >> armor
  17. CfgVehicles >> VWGolf >> HitPoints >> HitBody >> armor
  18. CfgVehicles >> VWGolf >> HitPoints >> HitBody >> passThrough
  19. CfgVehicles >> VWGolf >> HitPoints >> HitEngine >> armor
  20. CfgVehicles >> VWGolf >> HitPoints >> HitEngine >> passThrough
  21. CfgVehicles >> VWGolf >> HitPoints >> HitFuel >> armor
  22. CfgVehicles >> VWGolf >> HitPoints >> HitFuel >> passThrough
  23. CfgVehicles >> VWGolf >> HitPoints >> HitLFWheel >> armor
  24. CfgVehicles >> VWGolf >> HitPoints >> HitRFWheel >> armor
  25. CfgVehicles >> VWGolf >> HitPoints >> HitLBWheel >> armor
  26. CfgVehicles >> VWGolf >> HitPoints >> HitRBWheel >> armor
  27. CfgVehicles >> VWGolf >> HitPoints >> HitLFWheel >> passThrough
  28. CfgVehicles >> VWGolf >> HitPoints >> HitRFWheel >> passThrough
  29. CfgVehicles >> VWGolf >> HitPoints >> HitLBWheel >> passThrough
  30. CfgVehicles >> VWGolf >> HitPoints >> HitRBWheel >> passThrough
  31. CfgVehicles >> VWGolf >> lockDetectionSystem >> "0"
  32. CfgVehicles >> VWGolf >> incommingMisslieDetectionSystem >> "0"
  33. CfgVehicles >> car_hatchback >> lockDetectionSystem >> "0"
  34. CfgVehicles >> car_hatchback >> incommingMisslieDetectionSystem >> "0"
  35. CfgVehicles >> VWGolf >> camouflage
  36. CfgVehicles >> car_hatchback >> camouflage
  37. CfgVehicles >> VWGolf >> cost
  38. CfgVehicles >> car_hatchback >> cost
  39. CfgVehicles >> VWGolf >> threat[] >> {0.5,0.5,0.5}
  40. CfgVehicles >> car_hatchback >> threat[] >> {0.5,0.5,0.5}
  41. CfgVehicles >> VWGolf >> audible
  42. CfgVehicles >> car_hatchback >> audible

CfgVehicles (ArmA 3)

  1. 1.0 1.1 1.2 CfgVehicles >> C_Hatchback_01_F >> transportSoldier
  2. 2.0 2.1 2.2 CfgVehicles >> C_Hatchback_01_sport_F >> transportSoldier
  3. CfgVehicles >> C_Hatchback_01_F >> maximumLoad
  4. CfgVehicles >> C_Hatchback_01_sport_F >> maximumLoad
  5. CfgVehicles >> C_Hatchback_01_F >> fuelCapacity
  6. CfgVehicles >> C_Hatchback_01_sport_F >> fuelCapacity
  7. CfgVehicles >> C_Hatchback_01_F >> slingLoadCargoMemoryPoints[] >> {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}
  8. CfgVehicles >> C_Hatchback_01_sport_F >> slingLoadCargoMemoryPoints[] >> {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}
  9. 9.0 9.1 CfgVehicles >> C_Hatchback_01_F >> enginePower
  10. 10.0 10.1 CfgVehicles >> C_Hatchback_01_F >> peakTorque
  11. 11.0 11.1 11.2 CfgVehicles >> C_Hatchback_01_sport_F >> enginePower
  12. 12.0 12.1 CfgVehicles >> C_Hatchback_01_sport_F >> peakTorque
  13. CfgVehicles >> C_Hatchback_01_F >> turnCoef >> "2.6"
  14. CfgVehicles >> C_Hatchback_01_sport_F >> turnCoef >> "2.6"
  15. CfgVehicles >> C_Hatchback_01_F >> terrainCoef >> "4.5"
  16. CfgVehicles >> C_Hatchback_01_sport_F >> terrainCoef >> "4.5"
  17. CfgVehicles >> C_Hatchback_01_F >> armor
  18. CfgVehicles >> C_Hatchback_01_sport_F >> armor
  19. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitBody >> armor
  20. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitBody >> explosionShielding
  21. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitBody >> passThrough
  22. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitEngine >> armor
  23. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitEngine >> explosionShielding
  24. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitEngine >> passThrough
  25. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitFuel >> armor
  26. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitFuel >> explosionShielding
  27. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitFuel >> passThrough
  28. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLFWheel >> armor
  29. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLF2Wheel >> armor
  30. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRFWheel >> armor
  31. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRF2Wheel >> armor
  32. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLFWheel >> explosionShielding
  33. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLF2Wheel >> explosionShielding
  34. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRFWheel >> explosionShielding
  35. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRF2Wheel >> explosionShielding
  36. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLFWheel >> passThrough
  37. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitLF2Wheel >> passThrough
  38. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRFWheel >> passThrough
  39. CfgVehicles >> C_Hatchback_01_F >> HitPoints >> HitRF2Wheel >> passThrough
  40. CfgVehicles >> C_Hatchback_01_F >> minOmega
  41. CfgVehicles >> C_Hatchback_01_F >> maxOmega
  42. CfgVehicles >> C_Hatchback_01_F >> engineMOI
  43. CfgVehicles >> C_Hatchback_01_sport_F >> minOmega
  44. CfgVehicles >> C_Hatchback_01_sport_F >> maxOmega
  45. CfgVehicles >> C_Hatchback_01_sport_F >> engineMOI
  46. 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 46.12 46.13 46.14 46.15 CfgVehicles >> C_Hatchback_01_F >> torqueCurve[] >> {[0.114286,0.804598],[0.142857,0.827586],[0.314286,0.948276],[0.442857,0.971264],[0.614286,1],[0.771429,0.982759],[0.857143,0.965517],[1,0.862069]}
  47. 47.00 47.01 47.02 47.03 47.04 47.05 47.06 47.07 47.08 47.09 47.10 47.11 47.12 47.13 47.14 47.15 CfgVehicles >> C_Hatchback_01_sport_F >> torqueCurve[] >> {[0.142857,0.533333],[0.285714,0.688889],[0.428571,0.844444],[0.571429,0.924444],[0.714286,1],[0.785714,1],[0.857143,0.933333],[1,0.733333]}
  48. CfgVehicles >> C_Hatchback_01_F >> complexGearbox >> gearBoxMode >> "full-auto"
  49. 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 CfgVehicles >> C_Hatchback_01_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.2,"N",0,"D1",3.6,"D2",2.2,"D3",1.35,"D4",1.05,"D5",0.85,"D6",0.75}
  50. CfgVehicles >> C_Hatchback_01_F >> idleRpm
  51. CfgVehicles >> C_Hatchback_01_sport_F >> complexGearbox >> gearBoxMode >> "auto"
  52. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 CfgVehicles >> C_Hatchback_01_sport_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.8,"N",0,"D1",3.6,"D2",2.15,"D3",1.55,"D4",1.15,"D5",0.9,"D6",0.67}
  53. CfgVehicles >> C_Hatchback_01_sport_F >> idleRpm
  54. CfgVehicles >> C_Hatchback_01_F >> lockDetectionSystem >> "0"
  55. CfgVehicles >> C_Hatchback_01_F >> incomingMissileDetectionSystem >> "0"
  56. CfgVehicles >> C_Hatchback_01_sport_F >> lockDetectionSystem >> "0"
  57. CfgVehicles >> C_Hatchback_01_sport_F >> incomingMissileDetectionSystem >> "0"
  58. CfgVehicles >> C_Hatchback_01_F >> camouflage
  59. CfgVehicles >> C_Hatchback_01_sport_F >> camouflage
  60. CfgVehicles >> C_Hatchback_01_F >> cost
  61. CfgVehicles >> C_Hatchback_01_sport_F >> cost
  62. CfgVehicles >> C_Hatchback_01_F >> threat[] >> {0,0,0}
  63. CfgVehicles >> C_Hatchback_01_sport_F >> threat[] >> {0,0,0}
  64. CfgVehicles >> C_Hatchback_01_F >> audible
  65. CfgVehicles >> C_Hatchback_01_sport_F >> audible

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 20 * 1
  2. Base vehicle armor value * HitPoint armor value = 20 * 0.4
  3. Base vehicle armor value * HitPoint armor value = 20 * 0.3
  4. Base vehicle armor value * HitPoint armor value = 20 * 0.15
  5. Base vehicle armor value * HitPoint armor value = 20 * 1
  6. Base vehicle armor value * HitPoint armor value = 20 * 0.4
  7. Base vehicle armor value * HitPoint armor value = 20 * 0.3
  8. Base vehicle armor value * HitPoint armor value = 20 * 0.3
  9. Base vehicle armor value * HitPoint armor value = 30 * 1
  10. Base vehicle armor value * HitPoint armor value = 30 * 0.5
  11. Base vehicle armor value * HitPoint armor value = 30 * 0.5

Notes[]

  1. The Hatchback's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 80.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 When running at 6th gear, RPM values will constantly fluctuate by ±1%-2% (they do not remain static).

References[]

  1. 1.0 1.1 1.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 16 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  2. 2.0 2.1 2.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 16 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  3. 3.0 3.1 3.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 16 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  4. 4.0 4.1 4.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 16 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  5. .kju et al. 2009, Arma 2: Version History, Bohemia Interactive Community Wiki, viewed 13 October 2023, <https://community.bistudio.com/wiki/Arma_2:_Version_History#Version_1.07>.
  6. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 19 January 2024, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  7. Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 26 October 2024, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#engineMOI>.
  8. 8.0 8.1 8.2 8.3 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 26 October 2024, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 26 October 2024, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  10. van 't Land, J.J. 2013, SPOTREP #00010, Arma 3, viewed 13 October 2023, <https://dev.arma3.com/post/spotrep-00010>.
  11. van 't Land, J.J. 2014, SPOTREP #00019, Arma 3, viewed 13 October 2023, <https://dev.arma3.com/post/spotrep-00019>.
  12. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 13 May 2018, <https://dev.arma3.com/post/spotrep-00079>.

External links[]

See also[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA: Armed Assault
Wheeled 5T TruckArmy 4x4BusBRDM-2CarHatchbackHMMWV (Civil) • Offroad (Hilux) • M1030 (TT650, TT650G) • Pick-Up (Datsun) • SedanStrykerTractorUAZUral
Tracked BMP-2M1A1M113ShilkaT-72
Rotor-wing AH-6AH-1ZKA-50MH-6Mi17UH-60
Fixed-wing A-10AV-8BCamelDC-3Su-34
Aquatic CRRCRHIBPBX Boat
(Parenthesis) denote variants.
Queen's Gambit
Vehicles of ArmA 2
Wheeled 9P117 SCUD-BATVBRDM-2* • BTR-40BTR-60BTR-90BM-21 Grad* • Bus* • CarDingo 2 CZHatchbackHMMWV* • GAZJackal 2 MWMIKKamazLada* • LAV-25Military OffroadMotorcycle* (Old moto) • Mountain bike (Old bike) • MTVR* • Offroad* • Pandur II 8x8 CZPickup* • RM-70S1203SedanStryker (MGS) • SUV (Armored SUV) • T810TractorTouring CarTowing TractorUAZ-469* • Ural* • V3S* • Vodnik
Tracked 2S6M TunguskaAAVP-7A1BMP-2BMP-3BVP-1FV510 WarriorM1 Abrams* (M1A2 TUSK*) • M113M2 BradleyM270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1ZAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D* (AH-1) • CH-47F Chinook (Chinook HC4) • Ka-52Ka-60Ka-137Merlin HC3MH-6J Little BirdMi-8MTV-3* (Mi-17*) • Mi-24P (Mi-24D*, Mi-24V*) • UH-1Y (UH-1H) • UH-60 Black Hawk (MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35 Lightning IIL-159 ALCAL-39ZA (L-39C) • MQ-9 Reaper* • MV-22 OspreyPchela-1TSu-39 (Su-25*) • Su-34
Aquatic CRRCFishing BoatPBXRHIBSmall Boat
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
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