published · approved · 4.1 MiB
Workshop mod by SlyZilla
Kinetic VFX Arma Reforger Mod
Realistic combat effects for gunfire, tracers, impacts, explosions, fires and wrecks, with real shadows and blast waves, plus suppression. No lens flares, no bloom. Every effect has a slider.
BE6FE9EF322FF6FB
Ranking
Rising#38294.9
30Serversrunning this mod
37Observed players nowon servers reporting this mod
738Estimated player-hours (partial)Partial 7-day data (40% coverage)
DeploymentTop 4%95.5ahead of 96% of tracked mods by servers running it
ActivityTop 22%77.6ahead of 78% of tracked mods by play on those servers (partial 7-day data)
Popularity88.3deployment and activity combined (partial 7-day data)
How those 30 installs happen80% traced
- Not identified as a dependency24
- Unknown6
Last 30 days
30 latest32 peak, 8 Nov1 low, 6 Nov
Servers reporting the mod in each hourly observation. Covers 3 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 6 Nov | 11 | 11 | 1 | 23 |
| 7 Nov | 22 | 24 | 12 | 24 |
| 8 Nov | 28 | 32 | 18 | 21 |
| 9 Nov | 30 | 30 | 30 | 1 |
37 latest43 peak, 8 Nov0 low, 6 Nov
Sampled player counts on servers reporting the mod; not unique players. Covers 3 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 6 Nov | 8 | 13 | 0 | 23 |
| 7 Nov | 29 | 29 | 2 | 24 |
| 8 Nov | 43 | 43 | 3 | 21 |
| 9 Nov | 37 | 37 | 37 | 1 |
Calculated Nov 9, 2026, 12:04 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
Realistic combat effects for gunfire, tracers, impacts, explosions, fires and wrecks, with real shadows and blast waves, plus suppression. No lens flares, no bloom. Every effect has a slider.
Official Workshop description
Kinetic VFX is part of the Kinetic family of mods. Kinetic SFX does the same for what you hear; the two are made to work together:
https://reforger.armaplatform.com/workshop/B076785601A267E3-KineticSFX
Kinetic VFX makes combat look and feel like it hits: gunfire, tracers, impacts, explosions, fires and wrecks, plus suppression when rounds land close. Effects follow real physics and how the real thing behaves: no lens flares, no bloom, no film grain, nothing cartoonish. Every effect has its own slider.
GUNFIRE
- Muzzle flashes that vary shot to shot and scale with the calibre; at night your own flash is held back so you can see your target
- Muzzle gas, burst smoke, a smoking barrel, steam in rain; dust from low muzzles, backblast and cannons, matched to the ground
- A suppressor's first-shot pop; a machine-gun barrel glowing dull red after a long string at night
- Launchers leave a propellant cloud at the shooter and a smoke trail along the rocket's path
TRACERS
- A burning, flickering glow with a white-hot core, visible far off and lighting the ground around it; works with any mod's tracers
IMPACTS
- By surface: dirt, chips, brick dust, splinters, mud off wet ground; sparks and ricochets off metal and stone
EXPLOSIONS (real blast physics)
- Sized by the explosive's real charge, so other mods' grenades, rockets, shells and mines fit too
- The shock front races out faster than sound and slows as it weakens; by day you see it as a brief band of bent air
- The blast wind throws dust out along the ground at its real speed, coloured by the ground each way; the dust drifts back as the air rushes in behind
- Fragments kick up dirt, chips and sparks all round; smoke, sparks and a fireball; debris raining back
- The pressure wave, the gust in grass and trees, dust off roofs and flickering lamps arrive with the front, as hard as the blast where you are
- Scorch marks, smouldering craters, blasts in water
REAL LIGHT
- Every light the mod makes casts real shadows: flashes, blasts, tracers and sparks near you, fires anywhere (how many at once follows Performance)
- Fires breathe at their natural pulse instead of flickering, their shadows shifting softly with the flames
- Muzzle flashes vanish within a few frames; blasts swell, fade and cool from yellow-white to deep orange
- Burning vehicles light the ground softly, without the game's hard bright circle
- Others' flashlights no longer float as bright points far off; lamps flicker when a blast wave hits them (with Congos Dynamic Lights)
FIRES AND WRECKS
- Wrecks burn and smoulder far longer (you choose) under smoke ageing from black to grey; flare-ups and cook-offs with pops and stray tracers
- Damaged engines smoke grey, then black; radiators steam
- Burning fuel pools on the ground round a tanker
- Grass fires on dry days, started by blasts, tracers and flares, spreading with the wind and leaving burnt ground (looks only)
- Collapsing buildings roll out a low dust cloud and leave a haze over the ruin
THE BATTLEFIELD
- Battle haze where a fight goes on; smoke shaped by wind, rain and fog, and still under a roof
- Smoke grenades build a real screen that rolls low with the wind and hangs in calm air
- Bullet holes stay for minutes; a long fight indoors fills the room with settling dust
- Helicopter downwash, vehicle dust trails, flares that swing and sputter out; no two effects alike
ON YOUR SCREEN (only you see these)
- Suppression: blur, colour loss and shake; concussion and dirt from close blasts
- Tunnel vision, heartbeat, a flinch when hit, lost night vision after a bright flash; optional aim tremor (off by default)
SETTINGS
- A "Kinetic VFX" tab in Settings: a slider for every effect (0-300%), presets and a Look (Realistic or Cinematic)
- Performance: Potato to I Want It All; lower levels trim the costliest effects first; a frame-rate guard
- The /fx chat command and Documents\My Games\ArmaReforger\profile\KineticVFX.txt
MULTIPLAYER
- Single player, player-hosted and dedicated servers (the server has to load it). Each player's game draws the effects with their own settings. No changes to damage, ballistics or the AI.
COMPATIBILITY
- Needs only the base game and replaces no game files. Played on 1.9 with Shrapnel (the fragment spray halves itself), Improved Blood Effect and Congos Dynamic Lights.
- ReFX - Effects Enhancement and Spectral Tracers aren't needed: if either is loaded, Kinetic VFX switches off its own version of their effects.
- Enhanced Effects also reworks explosions: run one or the other.
- RHS: Status Quo's big guns will follow once RHS is updated for 1.9.
- Works together with Kinetic SFX (link at the top) and Kinetic SFX - Vanilla Guns:
https://reforger.armaplatform.com/workshop/2EA7C1F7837DDECF-KineticSFX-VanillaGuns
Made for Arma Reforger 1.9.
Made with the help of Opus 5.5. If this is an issue for you, fair enough don't use the mod.
Servers running this mod
3030 currently listed servers report Kinetic VFX in its mod list. Showing the 5 with the most players.
- MERCENARIOS UNIT 731Online · #AR-Campaign_ScenarioName_Everon28 / 50players
- 25th Infantry DivisionOnline · #AR-Editor_Mission_GM_Kolguyev_Name4 / 40players
- Reforger ServerOnline · Everon Apocalypse 23 / 40players
- CAG/GWOT PVE OperationsOnline · Game Master - Kunar Province1 / 128players
- Swamp GMOnline · Game Master - Merak Island1 / 16players
Versions
61.2.1Game 1.9.0.37 · 4.1 MiB · Nov 8, 2026
Dependencies: 0Scenarios: 0PublishedApproved
1.2.1
New
- Smoke screens: a smoke grenade builds a real screen that rolls low with the wind, hangs about a minute longer in calm air, streams off in a breeze and tears in strong wind; blasts and helicopter downwash thin it. Any mod's smoke grenade works.
- Bullet holes stay: rounds striking walls, rocks, fences and trees leave their hole for about 5 minutes (the game's fade within a minute or so), capped by the Performance level.
- Collapse dust: a collapsing building rolls out a low dust cloud, a column rises over the ruin, a haze hangs over it for minutes and the rubble smokes.
- Indoor dust: a long firefight inside a house fills the room with a faint dust haze that settles out over a minute or two, and shakes grit off the ceiling.
Fixed
- Smoke over fires no longer shows hard shadows of trees, fences and huts printed on it at night.
- Wind direction: grass fires now spread downwind (before, they spread into the wind), flames and fire light lean with the wind, and a blast's gust bends grass and trees away from the blast.
- Tracers: the white-hot core sits at the tip of the streak, and the game's log no longer fills with warnings about them.
- Fire shadows have a limit: at most 3 to 16 fires cast shadows at once (Low to I Want It All); a burning convoy no longer costs frame rate for each one.
- Flares are as they were before 1.2.0's light changes.
Your settings file is kept; the four new sliders (smokeScreen, bulletScars, collapseDust, indoorDust) are added at 100 %.config.json entry
{
"modId": "BE6FE9EF322FF6FB",
"name": "Kinetic VFX",
"version": "1.2.1"
}Use Kinetic VFX on your server
Add Kinetic VFX 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/BE6FE9EF322FF6FB
GET https://api.reforgermods.net/v2/mods/BE6FE9EF322FF6FB/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.