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Workshop mod by CSU Ops

CSU Armor & Cover Ballistics Arma Reforger Mod

Armor and cover rebuilt on real ballistic test data. Glass, sheet metal and brick corrected, all five vests and helmets re-anchored, and armor hits now depend on the round. No ammo changes.

6B2F1A7D4C8E9053
CSU Armor & Cover Ballistics preview

Ranking

Popular#1455143.9
1Serversrunning this mod
0Observed players nowon servers reporting this mod
21Estimated player-hours (7d)7-day data
Deployment46th46.4ahead of 46% of tracked mods by servers running it
Activity40th40.3ahead of 40% of tracked mods by play on those servers
Popularity43.9deployment and activity combined
How those 1 installs happen100% traced
  • Not identified as a dependency1
Last 30 days
Servers, last 30 days
1 latest1 peak, 11 Oct0 low, 11 Oct

Servers reporting the mod in each hourly observation. Covers 10 days of the last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
11 Oct11024
12 Oct11124
13 Oct11124
14 Oct11124
15 Oct11124
16 Oct11024
17 Oct11124
18 Oct01024
19 Oct11124
20 Oct11115
Observed players, last 30 days
0 latest3 peak, 19 Oct0 low, 11 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 10 days of the last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
11 Oct02024
12 Oct01024
13 Oct02024
14 Oct01024
15 Oct01024
16 Oct01024
17 Oct00024
18 Oct01024
19 Oct03024
20 Oct01015

Calculated Oct 20, 2026, 2:03 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Armor and cover rebuilt on real ballistic test data. Glass, sheet metal and brick corrected, all five vests and helmets re-anchored, and armor hits now depend on the round. No ammo changes.

Official Workshop description

WHAT IS AFFECTED Every window in the game. All sheet metal: gates, doors, lockers, panels, fences. Vehicle armor plate. All brick and masonry walls. M69 vest, PASGT vest, M1 helmet, PASGT helmet, SSh-68 helmet. What a stopped or defeated round does to the person wearing armor. WINDOWS Before: glass was rated tougher than steel, concrete and brick. A single pane took more than half the speed off a rifle round. After: a pane barely slows a bullet, and breaks. SHEET METAL Before: too weak at the thicknesses gates, doors and panels actually are. After: matched to live fire test results for real mild steel plate. VEHICLE ARMOR Before: rated the same as ordinary sheet metal. After: raised with sheet metal, so plate is not softer than the gate next to it. BRICK Before: a thick wall stopped every round in the game, including heavy armor piercing. After: heavy armor piercing gets through. Rifle rounds still do not, by a wide margin. WOOD Checked and left alone. Wood was already correct, and it is what brick was corrected against. Brick was rated tougher than wood for the same weight of material, and real test data puts it the other way round. CONCRETE Checked and left alone. Already stops rifle rounds, as it should. VESTS AND HELMETS Before: the game spread the US items far wider apart than the real items are. The M1 helmet and the M69 vest were rated twice as far apart as test data puts them. The SSh-68 was rated weaker than the thinner M1 despite carrying considerably more steel. After: all five re-anchored on published ballistic limit data for the real items, and corrected as a set so fixing one does not break the order of the others. BEHIND ARMOR Before: the blunt trauma a stopped round put through a plate depended only on which plate you were wearing. A .50 and a 9mm stopped by the same vest did the same blunt damage. Distance made no difference. A round that nearly punched through did the same blunt damage as one that was nearly spent. After: the blunt damage is based on the energy the plate actually absorbed. Caliber matters, range matters, and how close the round came to defeating the plate matters. Anchored on the certification standard real body armor is tested to. Capped so a plate that stops a round does not by itself knock you out. Armor piercing rounds are now less likely to knock a helmet off, because the same figure feeds that. METHOD Checked against published test data where it exists, fired at inside the game to see what actually happened, changed only where the two disagreed, then measured again to confirm. Every figure in the included research file is marked measured, calculated or estimated. Two are estimates and say so: the size of the glass correction and the size of the brick correction. Both directions are backed by test data, the exact amounts are not. WHAT IT CANNOT FIX This corrects surfaces, not rounds. It will not hide a round that is set up wrong. Vanilla ammunition is fine. Modded ammunition is only as good as whoever authored it. For a round to behave realistically, these have to be right on the ammunition: InitSpeed: sets what the round leaves the barrel doing. Wrong here and everything downstream is wrong. Muzzle velocity in metres per second. Mass: used for the blunt trauma calculation behind armor. Projectile weight in kilograms. Grains divided by 15432. A 55 grain bullet is 0.00356. AirDrag: sets how much speed the round has left at the range you are shooting from. Drag times area. This is not a ballistic coefficient and does not behave like one. A ballistic coefficient goes up as a bullet flies better. AirDrag goes down. To convert from a published G1 BC: AirDrag = 0.00039 * mass_in_kg / BC_G1 e.g. a 55 grain bullet at G1 0.255 is 0.00356 kg, so 0.00039 * 0.00356 / 0.255 = 0.0000054. That lands within 13 percent against three shipped rounds. Pasting the BC into the field instead gives between twenty thousand and forty eight thousand times too much drag, so 13 percent is a good place to start. Confirm the speed at a known range afterwards rather than trusting it. PenetrationDepth: millimetres of reference material the round defeats. PenetrationDensity: the density of that reference material. Leave it out for steel, which is the default. Set 0.65 if your depth figure is quoted against wood. PenetrationSpeed: the striking velocity in metres per second at which the round just achieves that depth. This is the one people get wrong. It is not the muzzle velocity. If a manufacturer states that the round defeats a particular plate out to a given range, work out what the projectile is doing at that range and use that figure. These three together are the round's entire ability to get through anything, and they are one value tested against every surface in the game. NOT CHANGED No round's speed, weight, drag, damage or penetrating power. No new mechanics, interface or dependencies. Weapon mods work normally.

Servers running this mod

1

1 currently listed server reports CSU Armor & Cover Ballistics in its mod list. Showing the one with the most players.

Versions

5
published · approved · 46.9 KiB
published · approved · 46.9 KiB
published · approved · 46.5 KiB
published · approved · 40.8 KiB
published · approved · 40.2 KiB
1.0.4Game 1.8.0.13 · 46.9 KiB · Oct 9, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Wound gain 2 for the CSU 8.6 Blackout 200 gr expanding supersonic

config.json entry

{
  "modId": "6B2F1A7D4C8E9053",
  "name": "CSU Armor & Cover Ballistics",
  "version": "1.0.4"
}

Use CSU Armor & Cover Ballistics on your server

Add CSU Armor & Cover Ballistics to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/6B2F1A7D4C8E9053
GET https://api.reforgermods.net/v2/mods/6B2F1A7D4C8E9053/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.