Armed Assault Wiki

NOTE: This article is about Truck vehicle in ArmA 3. For the CTRG Group 15 character from ArmA 3's Apex Protocol campaign, see Truck (Raider).


The Truck is a light commercial vehicle used by both Altian/Tanoan civilians as well as with several BLUFOR and INDFOR factions in ArmA 3.

Overview[]

  • Roles:
    • Civilian transportation
    • Troop transport
    • Freight transport
    • Refuelling
« The civilian 4x4 truck is a highly customizable truck with off-road capabilities preferred by the civilian population. It builds on retro design, but utilizes a modern engine and electronics. Most common track setups are boxed, cistern and pick-up set.
Field Manual[1]
»

Design[]

The Truck is a multipurpose, medium-sized, off-road capable van designed for a variety of roles ranging from transporting freight and/or passengers, to refuelling military and civilian vehicles.

Features
Trucks are available in three configurations:

  • The baseline Truck designed as a dropside vehicle capable of carrying up to twelve passengers
  • Converted tanker truck with a fuel cistern installed onto the rear bed
  • Boxer truck loaded with a storage box on its rear bed

Mobility
The engine on all variants of the Truck has a power output of 170 kW.[CfgVh 23][CfgVh 24][CfgVh 25] The Truck's engine can generate up to 550 N·m of torque.[CfgVh 26][CfgVh 27][CfgVh 28]

Unlike the cumbersome Van or the larger Zamak, the Truck has a surprisingly decent turn rate[CfgVh 29][CfgVh 30][CfgVh 31] and can maintain speeds of up to 58-70 km/h whilst driving off-road or 48-54 km/h when climbing uphill.[CfgVh 32][CfgVh 33][CfgVh 34]

Thanks to its torque curve[CfgVh 35][CfgVh 36][CfgVh 37], the Truck also has a very good acceleration rate and will need only ~ 20 seconds to attain its top speed. In contrast, the Van will need up to ~ 28 seconds to do the same, and in the case of the Zamak, it will take even longer and require up to ~ 30 seconds to achieve its top speed. However, the Truck's engine is much weaker than the Van (266 kW)[CfgVh 38], meaning that it will be capped to speeds of no more than ~ 118 km/h on turbo (resulting in the Truck being ~ 28% slower than the Van).

Drawbacks
Trucks have limited use outside of speedily getting its passengers to-and-from destinations. The baseline Truck is only useful for carrying passengers in bulk, and the Boxer variant is essentially a worse version of the baseline transport Truck since the cargo box takes up all of the rear bed space (it possesses no unique capabilities).

As a logistics platform, only the Fuel Truck variant actually has the ability to refuel ground vehicles and landed aircraft. Vans and Zamaks on the other hand, can not only refuel nearby vehicles, but also repair damaged vehicles, carry supply crates, as well as rearm mounted weapons.

Crew Capacity
All variants of the Truck require a driver to operate. Up to two passengers may be seated in the front cab next to the driver.[CfgVh 1][CfgVh 12][CfgVh 13]

Only the baseline transport Truck with an empty rear bed allows for additional passengers to be seated. Up to ten of these passengers may be transported at a time.

Variants[]

Baseline dropside truck with an empty rear bed, intended to be utilised as a transport truck. Up to ten passengers may be seated on the bed, all of whom can utilise FFV. Two more passengers may be seated in the front cab alongside the driver.[CfgVh 1]

This variant has a gross weight of 2400.04 kg.[SCR 1]

Converted tanker truck with a fuel cistern on its bed. Two passengers may be seated in the front cab alongside the driver.[CfgVh 13] This variant can refuel nearby land vehicles and grounded aircraft within a radius of 2.5 metres[CfgVh 39] (up to 1,000,000,000,000 units worth of fuel).[CfgVh 40]

This variant has a gross weight of 3200 kg.[SCR 1]

Cargo truck with a storage box container loaded onto its rear bed. This variant allows for two passengers to be seated in the front cab alongside the driver.[CfgVh 12] Other than its increased height due to the storage box's presence, this variant has no unique capabilities.

This variant is not utilised by any guerilla/insurgent factions and is exclusive to civilians.
This variant has a gross weight of 2509.4 kg.[SCR 1]

Camouflage[]

Baseline Truck[]

  • Black: Black body and chassis with a white panel bed.
  • Brown:* Dark brown body and black chassis with a white panel bed.
  • Guerrilla (01-08): Improvised camouflage schemes with a variety of line and stroke patterns.
  • Olive:* Olive green body and black chassis with a white panel bed.
  • Red: Red body and black chassis with a white panel bed.
  • White: Pattern-less paint scheme with a white body/black chassis and a white panel bed.

(*) These camouflage schemes are exclusive to Trucks utilised by Syndikat/L'Ensemble. They are not available to civilian or FIA/Loyalist variants of the Truck.

Fuel Truck[]

  • Black: Black body and chassis with a white panel bed/fuel cistern.
  • Black (Red Cistern Frame): Identical to the regular Black scheme but with a brighter white-coloured cistern and lighter red frame instead.
  • Guerrilla (01-03): Improvised camouflage schemes with a variety of line and stroke patterns.
  • Red: Red body and black chassis with a white panel bed/fuel cistern.
  • Red (Red Cistern Frame): Identical to the regular Red scheme but with a brighter white-coloured cistern and lighter red frame instead.
  • White: Pattern-less paint scheme with a white body/black chassis and a white panel bed/fuel cistern.
  • White (Red Cistern Frame): Identical to the regular White scheme but with a brighter white-coloured cistern and lighter red frame instead.

Truck Boxer[]

  • Black: Black body and chassis with a white panel bed/black storage box container.
  • Red: Red body and black chassis with a white panel bed/black storage box container.
  • White: Pattern-less paint scheme with a white body/black chassis and a white panel bed/black storage box container.

Protection: Hitpoints[]

All variants of the Truck have a base armour value of 80.[CfgVh 41][CfgVh 42][CfgVh 43]

The following highlighted positions serve as weak points on the Truck:

Arma3-truck-hitpoints-revised

Left: Truck, Centre: Fuel Truck, Right: Truck Boxer

LEGEND
Green = Body
Orange = Engine
Violet = Fuel tank
Maroon = Fuel cistern (Fuel variant only)


Body[]

The Truck's body (including the rear bed on the baseline dropside vehicle) can withstand up to 80 points of damage.[CfgVh 44][CfgVh 45][CfgVh 46][Formula 1] It takes 150% additional damage from high-explosive (HE) type munitions.[CfgVh 47][CfgVh 48][CfgVh 49]

100% of damage inflicted upon the body will be transferred to the vehicle's main "health" pool.[CfgVh 50][CfgVh 51][CfgVh 52] Depletion of the body's integrity will instantly result in a catastrophic kill.[CfgVh 53][CfgVh 54][CfgVh 55]

Engine[]

The Truck's engine can only take a maximum of 40 points of damage before it suffers from failure.[CfgVh 56][CfgVh 57][CfgVh 58][Formula 2] The engine takes 50% reduced damage from high-explosive (HE) type munitions.[CfgVh 59][CfgVh 60][CfgVh 61]

Up to 50% of damage inflicted upon the engine will be transferred to the Truck's main "health" pool. Destroying the engine can potentially cause a catastrophic explosion if the Truck is at critical "health" status.[CfgVh 62][CfgVh 63][CfgVh 64]

Fuel tank[]

The Truck's fuel tank (but not the cistern on the Fuel Truck variant) can only withstand up to 40 points of damage before it ruptures.[CfgVh 65][CfgVh 66][CfgVh 67][Formula 3] It takes 200% additional damage from HE-type munitions.[CfgVh 68][CfgVh 69][CfgVh 70] Only 10% of damage inflicted upon the Truck's fuel tank will be shared with its main "health" pool.[CfgVh 71][CfgVh 72][CfgVh 73]

It should be noted that specifically for the Fuel Truck variant[note 1], depletion of the fuel tank's integrity will not necessarily result in the Fuel Truck's destruction even if the vehicle is at critical "health" status. Any damage inflicted upon its fuel tank is instead dependent on the status of the flatbed's fuel cistern hitpoint.[CfgVh 74]

Fuel cistern[]

The cistern on the Fuel Truck variant can only take 40 points of damage before it gets destroyed.[CfgVh 75][Formula 4] It takes 200% additional damage from HE-type munitions.[CfgVh 76] Only 10% of damage inflicted upon the cistern will be shared with the Fuel Truck's main "health" pool.[CfgVh 77]

On its own, it is technically not possible for the Fuel Truck to explode upon the cistern's destruction even if the vehicle is at critical "health" status. However, because the fuel tank hitpoint on the Fuel Truck is linked to the status of the cistern[CfgVh 74], 10% of damage from the cistern will still be shared with the fuel tank.[CfgVh 77] If the vehicle's fuel tank gets destroyed as a consequence of this passed damage, this cascades to a cumulative total of 20% damage shared to the Fuel Truck's global "health" pool. If the Fuel Truck is at critical, this can then (potentially) result in the vehicle exploding.[CfgVh 72][note 2]

Wheels[]

Each of the Truck's wheels can take up to 120 points of damage before their tyres burst.[CfgVh 78][CfgVh 79][CfgVh 80][CfgVh 81][note 3] They take 400% additional damage from HE-type munitions.[CfgVh 82][CfgVh 83][CfgVh 84][CfgVh 85] Damage inflicted upon any of the wheels will not be shared with the Truck's main "health" pool.[CfgVh 86][CfgVh 87][CfgVh 88][CfgVh 89]

Note that it is still possible to continue driving even after all four tyres have been burst. However, this will only be possible on flat and paved surfaces. Driving off-road or climbing uphill may be outright impossible depending on the terrain type.

Protection: Armour[]

Trucks utilise a mix of plain metals, plastics, and rubber materials:

.bisurf Density
[2][3][4]
Thickness
[2][3][4]
bulletPenetrability
[2][3][4]
bulletPenetrabilityWithThickness
[2][3][4]
Friction
[2][5]
Restitution
[2][5]
glass_plate.bisurf 2800 5 N/A; not used by glass_plate.bisurf 69 0.7 0.3
metal.bisurf 4000 N/A; based on vehicle fire geometry thickness 48 N/A; not used by metal.bisurf 0.7 0.3
metal_plate_thin.bisurf 4000 6 N/A; not used by metal_plate_thin.bisurf 48 0.7 0.3
plastic.bisurf 1200 N/A; based on vehicle fire geometry thickness 160 N/A; not used by plastic.bisurf 0.7 0.3
rubber.bisurf 320 N/A; based on vehicle fire geometry thickness 300 N/A; not used by rubber.bisurf 0.9 0.5

Baseline Truck[]

Arma3-truck-firegeo-penetration

LEGEND:[SCR 2]
Green = glass_plate.bisurf
Maroon = metal.bisurf
Pink = plastic.bisurf
Teal = metal_plate_thin.bisurf
Yellow = rubber.bisurf

The Truck's chassis, fuel tank, engine, and rear flatbed is made out of plain (non-composite) metals.[rvmat 1][bisurf 1] The front cab is also made out of plain metals, though these metal plates have a defined thickness of 6 millimetres.[rvmat 2][bisurf 2]

The vehicle's dashboard, all seats for cab passengers and the driver, as well as the wheel mudguards, footboards, and front bumper are made out of plastic.[rvmat 3][bisurf 3] On the other hand, flaps attached to the wheel mudguards are made out of rubber.[rvmat 4][bisurf 4]

All of the Truck's windows, its mirrors, and the headlights are made out of panes of glass that have a thickness of 5 millimetres.[rvmat 5][bisurf 5] However, these glass panes are not ballistic-resistant and will not block bullet projectiles.

Fuel Truck[]

Arma3-fueltruck-firegeo-penetration

LEGEND:[SCR 2]
Green = glass_plate.bisurf
Maroon = metal.bisurf
Pink = plastic.bisurf
Teal = metal_plate_thin.bisurf
Yellow = rubber.bisurf

The Fuel Truck's chassis, fuel tank, engine, parts of the rear flatbed, and the fuel cistern are made out of plain (non-composite) metals.[rvmat 1][bisurf 1] The front cab and underside of the rear flatbed/cab is also made out of plain metals, though these metal plates specifically have a thickness of 6 millimetres.[rvmat 2][bisurf 2]

The vehicle's dashboard, all seats for cab passengers and the driver, as well as the wheel mudguards, footboards, front bumper, and parts of the rear flatbed are made out of plastic.[rvmat 3][bisurf 3] On the other hand, flaps attached to the wheel mudguards and the fuel cistern's hoses are made out of rubber.[rvmat 4][bisurf 4]

All of the Fuel Truck's windows, its mirrors, front headlights, and signal lights on the back of the fuel cistern are made out of panes of glass that have a thickness of 5 millimetres.[rvmat 5][bisurf 5] These panes of glass are not ballistic-resistant and cannot block bullet projectiles.

Truck Boxer[]

Arma3-truckboxer-firegeo-penetration

LEGEND:[SCR 2]
Green = glass_plate.bisurf
Maroon = metal.bisurf
Pink = plastic.bisurf
Teal = metal_plate_thin.bisurf
Yellow = rubber.bisurf

The Truck Boxer's chassis, fuel tank, engine, and the storage box container are made out of plain (non-composite) metals.[rvmat 1][bisurf 1] The front cab is also made out of plain metals, though these plates of metal specifically have a thickness of just 6 millimetres.[rvmat 2][bisurf 2]

The vehicle's dashboard, all seats for cab passengers and the driver, as well as the wheel mudguards, footboards, front bumper, and parts of the rear flatbed are made out of plastic.[rvmat 3][bisurf 3] On the other hand, the two flaps attached to the rear wheel mudguards are exclusively made out of rubber.[rvmat 4][bisurf 4]

All of the Truck Boxer's windows, its mirrors, front headlights, and signal lights on the back of the fuel cistern are made out of panes of glass that have a thickness of 5 millimetres.[rvmat 5][bisurf 5] These panes of glass are not ballistic-resistant and cannot block bullet projectiles.

Mobility[]

Engine[]

The Truck's engine has a power output of 170 kW.[CfgVh 23][CfgVh 24][CfgVh 25] It has a maximum rotational speed of 360 rad/s.[CfgVh 90][CfgVh 91][CfgVh 92] and can attain a maximum torque of 550 N·m.[CfgVh 26][CfgVh 27][CfgVh 28]

Torque curves[]

Engine RPM (@%) X-value[6] Y-value[6]
@ 0% 0
[CfgVh 35][CfgVh 36][CfgVh 37]
0
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 27% 0.278
[CfgVh 35][CfgVh 36][CfgVh 37]
0.5
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 35% 0.35
[CfgVh 35][CfgVh 36][CfgVh 37]
0.75
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 46% 0.461
[CfgVh 35][CfgVh 36][CfgVh 37]
1
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 60% 0.6
[CfgVh 35][CfgVh 36][CfgVh 37]
0.95
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 70% 0.7
[CfgVh 35][CfgVh 36][CfgVh 37]
0.85
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 95% 0.95
[CfgVh 35][CfgVh 36][CfgVh 37]
0.75
[CfgVh 35][CfgVh 36][CfgVh 37]
@ 100% 1
[CfgVh 35][CfgVh 36][CfgVh 37]
0.3
[CfgVh 35][CfgVh 36][CfgVh 37]

Gearbox[]

The Truck utilises an automatic gearbox:[CfgVh 93][CfgVh 94][CfgVh 95]

Gear #[7] Gearbox Ratio[7]
Reverse (R) -3.8
[CfgVh 96][CfgVh 97][CfgVh 98]
Neutral (N) 0
[CfgVh 96][CfgVh 97][CfgVh 98]
Gear 1 (D1) 5.37
[CfgVh 96][CfgVh 97][CfgVh 98]
Gear 2 (D2) 2.573
[CfgVh 96][CfgVh 97][CfgVh 98]
Gear 3 (D3) 1.491
[CfgVh 96][CfgVh 97][CfgVh 98]
Gear 4 (D4) 1.132
[CfgVh 96][CfgVh 97][CfgVh 98]
Gear 5 (D5) 0.845
[CfgVh 96][CfgVh 97][CfgVh 98]

Idle[]

The Truck's engine technically[note 4] has an idle RPM of 850[CfgVh 99][CfgVh 100][CfgVh 101] but will default to 0 RPM instead:[SCR 3]

Gear #[7] Ratio RPM
Reverse (R) -15.72 -0.00
Neutral (N) 0.00 0.00
Gear 1 (D1) 22.22 0.00
Gear 2 (D2) 10.64 0.00
Gear 3 (D3) 6.17 0.00
Gear 4 (D4) 4.68 0.00
Gear 5 (D5) 3.50 0.00

Reverse[]

The Truck's engine has an RPM of 3,437.75 when reversing:[SCR 3]

Gear #[7] Ratio RPM
Reverse (R) -15.72 3483.18[note 5]
Neutral (N) 0.00 -0.00
Gear 1 (D1) 22.22 -4922.28[note 5]
Gear 2 (D2) 10.64 -2358.48[note 5]
Gear 3 (D3) 6.17 -1366.69[note 5]
Gear 4 (D4) 4.68 -1037.62[note 5]
Gear 5 (D5) 3.50 -774.55[note 5]

Drive (5th gear/normal)[]

Without vehicle turbo active, the Truck's engine has an RPM of 2,066.37 while it is shifted to 5th gear:[SCR 3]

Gear #[7] Ratio RPM
Reverse (R) -15.72 -9234.30
Neutral (N) 0.00 0.00
Gear 1 (D1) 22.22 13049.53
Gear 2 (D2) 10.64 6252.59
Gear 3 (D3) 6.17 3623.25
Gear 4 (D4) 4.68 2750.85
Gear 5 (D5) 3.50 2053.42

Drive (5th gear/turbo)[]

When accelerating with vehicle turbo toggled on, the Truck remains on 5th gear but the engine has an RPM of 2,421.87 instead:[SCR 3]

Gear #[7] Ratio RPM
Reverse (R) -15.72 -10818.18[note 5]
Neutral (N) 0.00 0.00
Gear 1 (D1) 22.22 15287.80[note 5]
Gear 2 (D2) 10.64 7325.05[note 5]
Gear 3 (D3) 6.17 4244.71[note 5]
Gear 4 (D4) 4.68 3222.68[note 5]
Gear 5 (D5) 3.50 2405.62[note 5]

FFV[]

Main article: Firing from vehicles (mechanic)#Truck

Sensors[]

No variant of the Truck has access to sensors that can be used for targeting purposes.

Defensive sensors[]

No variant of the Truck is equipped with defensive sensors. The truck's crew and its passengers will not be warned if a guided weapon system is attempting to acquire a lock onto the vehicle.[CfgVh 102][CfgVh 103][CfgVh 104] Alerts will not be relayed if a guided projectile has successfully locked onto the vehicle and is flying towards it.[CfgVh 105][CfgVh 106][CfgVh 107]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

All variants of the Truck have a camouflage[8] rating of 2.[CfgVh 108][CfgVh 109][CfgVh 110]

Cost[]

Main article: AI Basics: Targeting priority

All variants of the Truck have a cost[9] value of 50000.[CfgVh 111][CfgVh 112][CfgVh 113]

Threat values[]

Main article: AI Basics: Targeting priority

No variant of the Truck is considered to be a threat[10] to AI-controlled infantry units, ground vehicles, and aircraft (0/0/0).[CfgVh 114][CfgVh 115][CfgVh 116] Enemy AI will not directly target Trucks unless there are no other more threatening targets within range.

Noise factor[]

Main article: AI Basics: Detection

All configurations of the Truck have an audible[11] factor of 9.[CfgVh 117][CfgVh 118][CfgVh 119]

Trivia[]

  • The Truck is seemingly modelled after Iveco's "Daily" series of pickup trucks (specifically the 4x4 variants).[12]
  • It was not originally featured as an asset in the Alpha and Beta. The Truck would only be included as a usable vehicle after the game's full release (as part of Game Update 1.00).[13]
  • The Truck's right side mirror is always partially broken, rendering the upper half of the mirror useless in first person for the driver since they cannot fully see things on the right side of the vehicle.

Gallery[]

Config/script references[]

CfgVehicles

  1. 1.0 1.1 1.2 CfgVehicles >> C_Van_01_transport_F >> transportSoldier
  2. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_L1 >> isPersonTurret >> "1"
  3. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_L2 >> isPersonTurret >> "1"
  4. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_L3 >> isPersonTurret >> "1"
  5. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_L4 >> isPersonTurret >> "1"
  6. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_L5 >> isPersonTurret >> "1"
  7. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_R1 >> isPersonTurret >> "1"
  8. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_R2 >> isPersonTurret >> "1"
  9. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_R3 >> isPersonTurret >> "1"
  10. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_R4 >> isPersonTurret >> "1"
  11. CfgVehicles >> C_Van_01_transport_F >> Turrets >> CargoTurret_R5 >> isPersonTurret >> "1"
  12. 12.0 12.1 12.2 CfgVehicles >> C_Van_01_box_F >> transportSoldier
  13. 13.0 13.1 13.2 CfgVehicles >> C_Van_01_fuel_F >> transportSoldier
  14. CfgVehicles >> C_Van_01_box_F >> maximumLoad
  15. CfgVehicles >> C_Van_01_fuel_F >> maximumLoad
  16. CfgVehicles >> C_Van_01_transport_F >> maximumLoad
  17. CfgVehicles >> C_Van_01_box_F >> fuelCapacity
  18. CfgVehicles >> C_Van_01_fuel_F >> fuelCapacity
  19. CfgVehicles >> C_Van_01_transport_F >> fuelCapacity
  20. CfgVehicles >> C_Van_01_box_F >> slingLoadCargoMemoryPoints[] >> {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}
  21. CfgVehicles >> C_Van_01_fuel_F >> slingLoadCargoMemoryPoints[] >> {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}
  22. CfgVehicles >> C_Van_01_transport_F >> slingLoadCargoMemoryPoints[] >> {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}
  23. 23.0 23.1 CfgVehicles >> C_Van_01_box_F >> enginePower
  24. 24.0 24.1 CfgVehicles >> C_Van_01_fuel_F >> enginePower
  25. 25.0 25.1 CfgVehicles >> C_Van_01_transport_F >> enginePower
  26. 26.0 26.1 CfgVehicles >> C_Van_01_box_F >> peakTorque
  27. 27.0 27.1 CfgVehicles >> C_Van_01_fuel_F >> peakTorque
  28. 28.0 28.1 CfgVehicles >> C_Van_01_transport_F >> peakTorque
  29. CfgVehicles >> C_Van_01_box_F >> turnCoef >> "5"
  30. CfgVehicles >> C_Van_01_fuel_F >> turnCoef >> "5"
  31. CfgVehicles >> C_Van_01_transport_F >> turnCoef >> "5"
  32. CfgVehicles >> C_Van_01_box_F >> terrainCoef >> "2.5"
  33. CfgVehicles >> C_Van_01_fuel_F >> terrainCoef >> "2.5"
  34. CfgVehicles >> C_Van_01_transport_F >> terrainCoef >> "2.5"
  35. 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 35.14 35.15 35.16 CfgVehicles >> C_Van_01_box_F >> torqueCurve[] >> {{0,0},{0.278,0.5},{0.35,0.75},{0.461,1},{0.6,0.95},{0.7,0.85},{0.95,0.75},{1,0.3}}
  36. 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 36.12 36.13 36.14 36.15 36.16 CfgVehicles >> C_Van_01_fuel_F >> torqueCurve[] >> {{0,0},{0.278,0.5},{0.35,0.75},{0.461,1},{0.6,0.95},{0.7,0.85},{0.95,0.75},{1,0.3}}
  37. 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 37.13 37.14 37.15 37.16 CfgVehicles >> C_Van_01_transport_F >> torqueCurve[] >> {{0,0},{0.278,0.5},{0.35,0.75},{0.461,1},{0.6,0.95},{0.7,0.85},{0.95,0.75},{1,0.3}}
  38. CfgVehicles >> C_Van_02_transport_F >> enginePower
  39. CfgVehicles >> C_Van_01_fuel_F >> supplyRadius
  40. CfgVehicles >> C_Van_01_fuel_F >> transportFuel
  41. CfgVehicles >> C_Van_01_box_F >> armor
  42. CfgVehicles >> C_Van_01_fuel_F >> armor
  43. CfgVehicles >> C_Van_01_transport_F >> armor
  44. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitBody >> armor
  45. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitBody >> armor
  46. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitBody >> armor
  47. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitBody >> explosionShielding
  48. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitBody >> explosionShielding
  49. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitBody >> explosionShielding
  50. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitBody >> passThrough
  51. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitBody >> passThrough
  52. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitBody >> passThrough
  53. CfgVehicles >> C_Van_01_box_F >> hullDamageCauseExplosion >> "1"
  54. CfgVehicles >> C_Van_01_fuel_F >> hullDamageCauseExplosion >> "1"
  55. CfgVehicles >> C_Van_01_transport_F >> hullDamageCauseExplosion >> "1"
  56. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitEngine >> armor
  57. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitEngine >> armor
  58. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitEngine >> armor
  59. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitEngine >> explosionShielding
  60. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitEngine >> explosionShielding
  61. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitEngine >> explosionShielding
  62. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitEngine >> passThrough
  63. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitEngine >> passThrough
  64. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitEngine >> passThrough
  65. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitFuel >> armor
  66. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuel >> armor
  67. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitFuel >> armor
  68. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitFuel >> explosionShielding
  69. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuel >> explosionShielding
  70. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitFuel >> explosionShielding
  71. CfgVehicles >> C_Van_01_box_F >> HitPoints >> HitFuel >> passThrough
  72. 72.0 72.1 CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuel >> passThrough
  73. CfgVehicles >> C_Van_01_transport_F >> HitPoints >> HitFuel >> passThrough
  74. 74.0 74.1 CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuel >> depends >> "HitFuelTank"
  75. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuelTank >> armor
  76. CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuelTank >> explosionShielding
  77. 77.0 77.1 CfgVehicles >> C_Van_01_fuel_F >> HitPoints >> HitFuelTank >> passThrough
  78. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel >> armor
  79. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel2 >> armor
  80. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel >> armor
  81. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel2 >> armor
  82. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel >> explosionShielding
  83. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel2 >> explosionShielding
  84. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel >> explosionShielding
  85. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel2 >> explosionShielding
  86. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel >> passThrough
  87. CfgVehicles >> Van_01_base_F >> HitPoints >> HitLFWheel2 >> passThrough
  88. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel >> passThrough
  89. CfgVehicles >> Van_01_base_F >> HitPoints >> HitRFWheel2 >> passThrough
  90. CfgVehicles >> C_Van_01_box_F >> maxOmega
  91. CfgVehicles >> C_Van_01_fuel_F >> maxOmega
  92. CfgVehicles >> C_Van_01_transport_F >> maxOmega
  93. CfgVehicles >> C_Van_01_box_F >> complexGearbox >> gearBoxMode >> "auto"
  94. CfgVehicles >> C_Van_01_fuel_F >> complexGearbox >> gearBoxMode >> "auto"
  95. CfgVehicles >> C_Van_01_transport_F >> complexGearbox >> gearBoxMode >> "auto"
  96. 96.0 96.1 96.2 96.3 96.4 96.5 96.6 CfgVehicles >> C_Van_01_box_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.8,"N",0,"D1",5.37,"D2",2.573,"D3",1.491,"D4",1.132,"D5",0.845}
  97. 97.0 97.1 97.2 97.3 97.4 97.5 97.6 CfgVehicles >> C_Van_01_fuel_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.8,"N",0,"D1",5.37,"D2",2.573,"D3",1.491,"D4",1.132,"D5",0.845}
  98. 98.0 98.1 98.2 98.3 98.4 98.5 98.6 CfgVehicles >> C_Van_01_transport_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.8,"N",0,"D1",5.37,"D2",2.573,"D3",1.491,"D4",1.132,"D5",0.845}
  99. CfgVehicles >> C_Van_01_box_F >> idleRpm
  100. CfgVehicles >> C_Van_01_fuel_F >> idleRpm
  101. CfgVehicles >> C_Van_01_transport_F >> idleRpm
  102. CfgVehicles >> C_Van_01_box_F >> lockDetectionSystem >> "0"
  103. CfgVehicles >> C_Van_01_fuel_F >> lockDetectionSystem >> "0"
  104. CfgVehicles >> C_Van_01_transport_F >> lockDetectionSystem >> "0"
  105. CfgVehicles >> C_Van_01_box_F >> incomingMissileDetectionSystem >> "0"
  106. CfgVehicles >> C_Van_01_fuel_F >> incomingMissileDetectionSystem >> "0"
  107. CfgVehicles >> C_Van_01_transport_F >> incomingMissileDetectionSystem >> "0"
  108. CfgVehicles >> C_Van_01_box_F >> camouflage
  109. CfgVehicles >> C_Van_01_fuel_F >> camouflage
  110. CfgVehicles >> C_Van_01_transport_F >> camouflage
  111. CfgVehicles >> C_Van_01_box_F >> cost
  112. CfgVehicles >> C_Van_01_fuel_F >> cost
  113. CfgVehicles >> C_Van_01_transport_F >> cost
  114. CfgVehicles >> C_Van_01_box_F >> threat[] >> {0,0,0}
  115. CfgVehicles >> C_Van_01_fuel_F >> threat[] >> {0,0,0}
  116. CfgVehicles >> C_Van_01_transport_F >> threat[] >> {0,0,0}
  117. CfgVehicles >> C_Van_01_box_F >> audible
  118. CfgVehicles >> C_Van_01_fuel_F >> audible
  119. CfgVehicles >> C_Van_01_transport_F >> audible

.bisurf

  1. 1.0 1.1 1.2 \a3\data_f\penetration\metal.bisurf
  2. 2.0 2.1 2.2 \a3\data_f\penetration\metal_plate_thin.bisurf
  3. 3.0 3.1 3.2 \a3\data_f\penetration\plastic.bisurf
  4. 4.0 4.1 4.2 \a3\data_f\penetration\rubber.bisurf
  5. 5.0 5.1 5.2 \a3\data_f\penetration\glass_plate.bisurf

.rvmat

  1. 1.0 1.1 1.2 \a3\data_f\penetration\metal.rvmat
  2. 2.0 2.1 2.2 \a3\data_f\penetration\metal_plate_thin.rvmat
  3. 3.0 3.1 3.2 \a3\data_f\penetration\plastic.rvmat
  4. 4.0 4.1 4.2 \a3\data_f\penetration\rubber.rvmat
  5. 5.0 5.1 5.2 \a3\data_f\penetration\glass_plate.rvmat

Scripts

  1. 1.0 1.1 1.2 1.3 1.4 1.5 getMass (get3DENSelected "object" select 0)
  2. 2.0 2.1 2.2 diag_drawMode "FireGeometry"; diag_toggle "Shots";
  3. 3.0 3.1 3.2 3.3 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 80 * 1
  2. Base vehicle armor value * HitPoint armor value = 80 * 0.5
  3. Base vehicle armor value * HitPoint armor value = 80 * 0.5
  4. Base vehicle armor value * HitPoint armor value = 80 * 0.5

Notes[]

  1. For unknown reasons, the depends = "HitFuelTank"; config token is also defined for the HitFuel hitpoint on the baseline Truck transport and Truck Boxer. However, this has no effect because the models for those Truck variants do not have memory points for "fueltank" defined in their Hit-points LOD (they only have HP memory points for "palivo").
  2. Damage sequence can be interpreted as follows: fuel cistern HP destroyed -> damage from cistern causes fuel tank HP to get destroyed -> vehicle is at critical status (<10% "health"), damage from fuel cistern HP and fuel tank HP is transferred to global "health" pool -> Fuel Truck explodes.
  3. The Truck's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 120.
  4. Although the idleRpm configuration token is defined, the Truck always defaults to 0 RPM while the vehicle remains idle.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 This RPM value has a slight deviation of ±1% whilst it is shifted to this gear.

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Vehicles Info, Bohemia Interactive Community Wiki, viewed 8 August 2025, <https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Vehicles_Info>.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  3. 3.0 3.1 3.2 3.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  4. 4.0 4.1 4.2 4.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  5. 5.0 5.1 Dedmen, Reyhard et al. 2014, Config Properties Megalist, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. 6.0 6.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 9 August 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  8. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 8 August 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  9. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 8 August 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  10. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 8 August 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  11. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 8 August 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  12. Dittrich, L 2008, Iveco Daily 4x4 - Pracovitá mula, Automobil Revue, viewed 25 August 2023, <https://web.archive.org/web/20240715074729/https://www.automobilrevue.cz/rubriky/presunuto-na-trucker-cz-truck-bus/predstavujeme/iveco-daily-4x4-pracovita-mula_28008.html>. (archived link)
  13. van 't Land, J.J. 2013, SPOTREP #00010, Arma 3, viewed 25 August 2023, <https://dev.arma3.com/post/spotrep-00010>.

External links[]

See also[]

Vehicles of comparable role and configuration[]

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
FIA - Vehicles (ArmA 3)
Wheeled Offroad (Repair, HMG, AT) • QuadbikeTruck (Fuel Truck) • Van Transport (Cargo)
Aquatic Assault Boat
Laws of War DLC
Syndikat - Vehicles (ArmA 3)
Wheeled MB 4WD (AT, LMG) • Offroad*Quadbike*TruckVan Transport (Cargo)
Rotor-wing M900
Fixed-wing Caesar BTT
Aquatic Assault BoatRHIB
* denotes vehicles only used in the Apex Protocol campaign.
Apex DLC | Laws of War DLC
L'Ensemble - Vehicles (ArmA 3)
Wheeled MB 4WD (AT, LMG) • Offroad (HMG, AT) • QuadbikeTruckVan Transport (Cargo)
Rotor-wing M900
Fixed-wing Caesar BTT
Aquatic Assault BoatRHIB
Apex DLC | Laws of War DLC