You Reported, We Fixed — Doors, Plates & Hidden Cargo — v2.9 | 20 August 2026
A server owner went through the entire range vehicle by vehicle and sent us a properly thorough list. We checked every single point against the actual models and configs — some turned out to be model limitations working as intended, but a good number were real bugs that had been hiding for a long time. Those are all fixed here.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes.
💥 Crashes and stability
FixedThe BTR-4E’s gun threw a server error every time a shell damaged a player. The shell asked the game for a damage area called “Shock” — but shock is a damage type, not an area, so the game rejected the call and logged an exception. The knock-on effect was that shell hits never applied any shock at all. Now corrected: shells stun as they always should have, and the error is gone from your logs.FixedBTR-4E explosions announced a “death” before anything had actually died. When a shell finished off a player, zombie, animal, building or container, it called the game’s own death handler directly instead of letting the game get there itself. On players that meant the death was written to the database, voice chat cut off and bleeding state torn down before the kill was processed — then the whole lot ran again when it was. Kills are now left to the engine, exactly as every vanilla weapon does it.FixedA rare client-side error if a police-liveried vehicle’s siren started while you were still loading into the server. The siren picked its interior or exterior sound by checking your camera before your character existed. Guarded.
FixedFour vehicles had a top gear that was shorter than the gear below it. On the Black Mamba, Bugatti Chiron, Caliburn and Bronco XLT, shifting into top made the revs jump up and the vehicle pull less — their real top speed was being reached one gear early. The gears are now in the correct order. Top speeds are unchanged: the fix reorders the existing ratios rather than inventing new ones, so every published figure still stands.
FixedThe Unimog’s bonnet would not open. Its config pointed at a slightly different selection name than the model actually uses, so the game had nothing to grab. One character — years of a bonnet that quietly refused to budge.FixedThe MRAP Punisher’s two rear doors were labelled “Cargo 3 Door” and “Cargo 4 Door.” They always opened perfectly — the names just told you nothing. They now read Rear Back Left Door and Rear Back Right Door, which is what they actually are. Class names are unchanged, so anything already attached stays exactly where it is.FixedMercedes Zetros camo covers could be attached but never removed. The script that gives them their “detach” action was written against a class name that did not exist, so no cover on the Zetros could ever come back off. All four covers are removable again.
FixedHEMTT Cargo and HEMTT Refueler looked like they had no attachments at all. Five barrel slots (and the camo net on the Cargo) were declared but sat in no inventory category, so they never appeared. They are visible and usable now.FixedThe Velociraptor 6x6 roof rack could be pulled off with a crate or backpack still on it. The protection for that was written but, due to a duplicated code label, only ever ran for the sea chest. It now covers all three.
AddedJeep Gladiator Rubicon (front and rear) and Mazda RX-7 (rear) now take licence plates. Both models have had the plate mounts built in all along — the config simply never offered the slots. The RX-7 gets the rear plate only, because that is the only mount its model has.
FixedBTR-4E doors were silent. Every other armoured vehicle plays an open/close sound; the BTR-4E was the only one in the fleet missing it.
ChangedLong vehicle names were pushing the cargo capacity off the screen. Thirty-five names are shortened — years dropped,Blue w/White Stripestidied toBlue/White, and a long-standing “Shelfs” typo corrected to “Shelves”. Every colour and livery stays in the name, so you can still tell variants apart at a glance.FixedThe BTR-4E’s description called it a “floating combat vehicle.” That is true of the real vehicle but not of ours — it has never been amphibious. The wording has been corrected so nobody expects it to swim.
Working as intended, in case you wondered: a number of vehicles have no openable bonnet or boot simply because there is no engine bay or boot space modelled underneath — the Bentley, Raptor, Cougar and a few others. Military vehicles have no number plates or underglow by design. And reach distance on tall trucks is a DayZ limitation, not something a mod can change.
For server owners: swap in the updated PBOs and re-sign. Every CZ Autoz vehicle now reports v2.9 in your mod list.
The Final Polish — Every Wheel Flush, Every Launch Clean — v2.8 | 1 August 2026
The finishing pass on The Planted Update — and the final big tuning wave for the current fleet. Every single vehicle was field-tested and checked one by one, at rest and flat-out, and the last handling niggles hunted down: wheels sitting a few millimetres into (or above) the road, tyres pressing into the tarmac at very high speed, stiff-riding sports cars, and the last of the launch wheelspin and brake lock-ups under full-force inputs.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes.
🛞 Every wheel flush with the road — at rest and at speed
FixedRear wheels no longer sink into the road at high speed. Downforce is now recalibrated per car so the press at each vehicle’s own top speed can never exceed what its rear tyres physically carry — the supercars (Bugatti, Caliburn, McLaren, 911, GT-R and friends) were the most affected and are transformed at speed.Fixed31 vehicles sat with a wheel slightly pressed into the ground — on cars like the RS7, Hellcat, M5, Bentley, Shelby, AMG GT and Impreza, one or both axles were resting past their suspension travel, which also let bumps at speed shove the wheel into the terrain. Every affected axle now rests with proper clearance inside its travel — the car sits level on its tyres and the suspension absorbs bumps instead of burying the wheel.ChangedEvery vehicle’s resting stance was then checked in the field, one by one, and micro-trimmed — around 30 vehicles received millimetre-level height corrections so every wheel sits flush on the surface: no floating, no sinking, front and rear.FixedFocus RS ride height corrected at the source — the one car whose suspension refused height adjustments now sits perfectly level, with its acceleration and top speed preserved to the digit.
Changed11 sports cars gained extra wheel travel (Hellcat, RX-7, McLaren, AMG GT, 300ZX, 350Z, 911, Shelby, Supra and more) — the wheels now track the ground over bumps the way our best-riding benchmark does, instead of skipping and dragging through corners.ChangedThe stiffest-riding cars were softened to the benchmark spring rates (Bugatti, Caliburn, Hellcat, McLaren, AMG GT, 350Z, 911, Shelby, Supra, RX-7, 300ZX) with ride height and stance mathematically preserved — supple over rough tarmac, planted in corners, zero change to how any car sits or looks.
Fixed18 cars could still light up the tyres pulling away with sprint held (SHIFT + W) — full throttle in 1st now puts down exactly what the tyres can hold, on every car in the fleet. The car hooks up and goes; every other gear and every top speed is untouched.FixedFull-pressure braking (SHIFT + S) could lock the wheels and kick the back end out — most noticeable on the Skyline R34. Every vehicle’s brakes are rebalanced to hold a safety margin at 100% pedal pressure: maximum stopping power, zero lock-up, no more slides under panic braking.
FixedMcLaren 600LT front wheels visually steered the wrong way — steering right showed the wheels turning left. The visuals now match the steering.
AddedWant more speed or power? There’s now an official way. Two free override examples are available in our Discord — one for the cars, one for the heavy vehicles. Each is a tiny extra server mod with fill-in-the-blanks recipes, written in plain English for server owners: raise any vehicle’s power and top speed without touching the CZ Autoz mods at all. Delete the override and everything returns to default.
What’s next — and why this is the last big tuning update: the fleet now drives exactly the way we want it, so this release closes the re-engineering era for the current line-up. Our main focus moves to brand-new vehicles being built to join all tiers and packs — added to the packs you already own — alongside new helicopters joining the helicopter mod. Watch this channel.
For server owners: swap in the updated PBOs and re-sign. Every CZ Autoz vehicle now reports v2.8 in your mod list.
The Planted Update — Every Car Holds Its Ground — v2.7 | 30 July 2026
The follow-up that finishes what v2.6 started — and then some. After days of car-by-car field testing, every vehicle in the fleet now carries the weight, balance, springs and grip of our best-handling benchmark: cars stand their ground over bumps instead of skipping and sliding, the fastest cars hook up off the line instead of smoking the tyres, and a long list of light bugs — some as old as the mods themselves — is gone. Every single vehicle in every tier, pack and single-car mod is updated.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes.
⚖️ Cars re-engineered to hold the road
ChangedTen lighter cars have been properly re-weighted (Golf GTI, Golf R MK7, 300ZX, Supra, RX-7, Focus RS, Skyline R34, Impreza, Urus, X6M) — in this engine, weight is stability: bumps and rough ground kick a light car around far more than a heavy one. Each car’s suspension, brakes and power were re-computed to its new weight, so stance and acceleration stay as you know them — the car simply stays planted where it used to get bounced around.ChangedSuspension damping perfected fleet-wide to our best-handling reference — body movement settles instantly, wheels stay pressed to the road through corners and over bumps. A group of older cars was running barely half the correct damping and transforms completely.ChangedGrip and downforce fine-tuned per car’s weight, with brake margins re-held exactly — strong stops, still zero wheel-lock.
ChangedThirteen vehicles were carrying their weight in the wrong half of the car — measured directly from each 3D model: the RS7, M5, Hellcat, Focus RS, Urus, Skyline R34, Supra, 300ZX, RX-7, Evo IX, G63 and Gladiator all had more weight on the rear axle than the front (the McLaren 600LT had the opposite problem). That is exactly why some cars felt loose or slidey next to our best. Every one now carries its weight the way our benchmark cars do — nose-planted, rear stuck, steering that bites — with suspension, damping and brakes re-matched to the corrected balance and no change to how any car sits or looks.ChangedSeven cars were riding on springs up to twice as stiff as our best-handling benchmark (Supra, 300ZX, RX-7, Shelby, 911, 350Z, McLaren) — stiff springs skip off bumps and break traction; that was the “slide” on rough tarmac. All seven now run the same supple, planted spring rates as the benchmark cars, with ride height and stance untouched.FixedFocus RS no longer sits slightly into the ground — its rear end rides at the correct height again.FixedSkyline R34 sat a touch low at the rear — lifted to sit level, with a hint of proper sports-car rake.FixedMRAP Cougar braked tail-first — its rear brakes could lock before the fronts and slew the truck under hard braking. Brake balance corrected to its true nose-heavy weight (Warthog got the same precision pass).
ChangedTen of the fastest cars no longer light up the tyres and slide sideways pulling away at full throttle (Urus, Supra, Golf MK7, Golf GTI, Skyline R34, X6M, Focus RS, McLaren, Bugatti, Caliburn). First gear now puts down exactly what the tyres can hold — the car hooks up and goes instead of smoking the wheels until 3rd. Every other gear and every top speed is completely unchanged, and launches are actually quicker.
FixedLamborghini Urus brake and reverse lights now actually show when braking or reversing — they were invisible in daylight for every player, on every colour. If you drive the Urus, you will notice the difference immediately; everyone behind you certainly will.FixedThe same hidden fault existed on 12 more vehicles — the part of the light cluster sitting on the boot lid or tailgate never lit up for other players (the body-side lights masked it, so half the cluster stayed dark). Brake, reverse and tail segments now light in full on the RS6, RS7, X6M, Caliburn, Focus RS, Golf MK7, Golf GTI, Hellcat, Impreza, G63, Skyline R34 (its boot-lid brake strip was never wired at all — now it works for the first time) and the MRAP Punisher’s cargo-mounted brake lamps.FixedHumvee hood-mounted headlights now visibly glow when the lights are on — same underlying fault, front cluster edition.FixedVelociraptor 6x6 bumper lamps now light — both the front bumper headlamps and the rear bumper cluster were physically unable to illuminate before.FixedMost Urus colour variants and every Skyline R34 had boot lids the engine literally could not light — their models were missing the section definitions that make light materials switchable. Every colour variant of every car now carries full light wiring.ChangedBrake and tail light brightness equalised across the fleet. Nine vehicles ran their glow against much darker lamp textures and looked washed out next to the rest — the Golf MK7, X6M, RX-7, Skyline R34, Bronco, Gladiator, Black Mamba and MRAP Punisher now shine at the same effective brightness as the best in the range. The Golf GTI’s rear lights were broken outright (zero-brightness materials and no brake material at all) — it has a proper glowing brake, tail and reverse set for the first time.
FixedStandalone Audi RS6: wheels brought up to the current wheel models — the single-car version was still carrying an older generation of wheel files than the tier version. Every single-car mod is now verified file-for-file identical to its tier/pack twin.
For server owners — what to do: swap in the updated CZ Autoz vehicle PBOs and re-sign. There are no
types.xml changes, no config changes and no whitelist re-submission. Every CZ Autoz vehicle now reports v2.7 in your mod list.The Big Driving Overhaul — Grip, Braking & Truck Power — v2.6 | 27 July 2026
Every CZ Autoz / Callatic pack, tier and single-vehicle mod moves to v2.6 with the largest handling update we have ever shipped. Every single vehicle has been re-tuned from the ground up: cars grip through corners and stay planted, brakes are far stronger yet never lock — even flat-out over bumps and offroad — steering is sharper at speed, and the heavy military trucks finally pull like real diesels and climb any hill in the game. All of it is tuned to feel superb on a completely vanilla server, no extra mods required.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes — every classname, spawn point and setup is identical, so your loot economy and existing whitelisting keep working untouched.
🌍 No surface mod required. This overhaul is tuned for vanilla DayZ terrain — grass, dirt and gravel included. Running a surface mod such as DBO Surfaces? Everything still works perfectly and feels even better on top.🏁 One reference feel — every car tuned like our best
ChangedEvery car in the fleet now shares one proven handling character, modelled on our best-handling vehicle — the Lamborghini Urus. Suspension damping keeps the nose flat on turn-in while the rear squats under power; throttle response is quick and clean (an older generation of cars had noticeably lazier throttle — the Bugatti, Caliburn, McLaren, RX-7, 350Z, 300ZX, AMG GT, 911, Shelby and Supra all sharpen up); and steering release/self-centering now feels identical across the range.ChangedHigh-speed stability on every car — downforce now presses the rear of the car down as speed builds. A handful of cars applied it dead-centre and gain real top-end stability from this.FixedTwo supercars carried rear springs stiffer than the front — a hidden oversteer bias. Neutralised: the rear end stays planted in hard cornering.
ChangedTyre grip re-tuned on every vehicle, sized for vanilla terrain. Cars bite into corners and hold the line on grass and dirt instead of ploughing straight on — no more “the car just drags forward while I’m steering.”ChangedSmoother power delivery on the sharpest cars — a dozen of the snappiest vehicles no longer break the rear loose when you get back on the power mid-corner.
ChangedBrakes rebalanced on every single vehicle, sized to each vehicle’s actual weight. Stopping power is dramatically stronger across the fleet — several cars had rear brakes doing almost nothing.ChangedEngineered to never lock up — braking force sits safely under the wheel-lock threshold even at full pressure, mid-corner, over bumps and offroad. The margins account for weight transfer, so the tail stays planted and the front always locks before the rear ever could. Brake hard anywhere and the car tucks in instead of sliding.
ChangedEvery truck and military vehicle now pulls hard from just off idle — proper diesel-style torque for the HEMTT, BTR-4E, MRAP Cougar & Punisher, Humvee, LAPV, Zetros, Unimog, Warthog and friends. No more revving the guts out of a truck to crawl away.ChangedEvery vehicle in the fleet can now climb any hill in the game — verified against the steepest vanilla terrain. The days of a HEMTT beached on a grass slope are over.ChangedTop speeds balanced between real life and DayZ — the heavies keep their real-world character but are no longer painfully slow: Humvee 125, MRAP Punisher 125, MRAP Cougar 118, Zetros 122, BTR-4E 115, HEMTT 110, Unimog 105 km/h, and more.FixedFull idle-to-redline rev range on every heavy engine, with the red zone properly visible on the dial — and every engine pulls cleanly right from its idle RPM.
ChangedSharper steering response at speed across the fleet. Vehicles react quicker to input at 60+ km/h — corrections and lane changes feel immediate instead of laggy, without twitchiness at top speed.
FixedSpoilers can now be removed and swapped. On every car with a spoiler slot (Audi RS7, BMW X6M, Golf MK7, Mazda RX-7, Nissan 300ZX, Skyline R34, Supra), a fitted spoiler could not be dragged off or exchanged — the spoiler parts were missing their inventory footprint. All spoiler styles are now detachable and swappable like any other part.FixedA config slip left the Shelby Super Snake with a nonsense weight value — corrected.ChangedHandling parameters verified identical between every pack and its single-vehicle mods — a split car drives exactly like its pack twin, checked file by file.
For server owners — what to do: swap in the updated CZ Autoz vehicle PBOs and re-sign, exactly as you would any update. There are no
types.xml changes, no config changes and no whitelist re-submission. Every CZ Autoz vehicle now reports v2.6 in your mod list — and your server log’s update notifier will confirm it: this version is the latest.Update Notifier, Cleaner Logs & Single-Vehicle Parity — v2.5 | 22 July 2026
Every CZ Autoz / Callatic pack, tier and single-vehicle mod moves to v2.5. Three things land: your server log now tells you the moment a CZ Autoz update is released, the server script log gets much quieter, and every single-vehicle mod has been brought exactly 1:1 with its pack — same models, same features, same handling, verified file by file.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes — every classname, spawn point and setup is identical, so your loot economy and existing whitelisting keep working untouched.
📦 Rollout — packs & tiers are live now; single-vehicle mods follow shortly. The packs and tiers are updated and released now. The individual single-vehicle mods split from them carry the exact same update — including the model refresh and tree-knockdown below — and roll out as updated PBOs in a follow-up shortly. Keep an eye on #updates; there’s nothing you need to do until yours is posted.🔔 Your server log tells you when an update is out
AddedShortly after startup, each CZ Autoz vehicle mod checks the latest released version and reports one clear line in the server log. Up to date:CZ Autoz Vans Pack v2.5 -- this version is the latest.— an update out:UPDATE AVAILABLE: v2.6 is released -- this server runs v2.5. One glance at your log and you know where every CZ Autoz mod stands.AddedThe check is per pack/tier, so an update notice only ever means something you actually run has a new version — and each single-vehicle mod follows the pack or tier it’s split from, exactly like its version does.- Nothing to configure and completely fail-safe: it runs once in the background at startup, never touches gameplay or whitelisting, and if the version service can’t be reached it simply stays quiet.
FixedThe whitelist check could echo its progress into the server script log as oddstring msg = '...'lines on some hosts. It now reports solely to its own dailyCZAutoz_Whitelist_YYYY-MM-DD.log— your script log stays clean.FixedSilenced the game engine’s built-in!!! OnError()debug lines that could appear in the script log after our Discord status posts — harmless engine noise, now gone for good.
FixedUpdated vehicle models reach the single-vehicle mods. A round of model improvements that shipped in the packs earlier this month now lands in the standalone versions too — refreshed variants for the HEMTT (Desert, Cargo, Refueler), LAPV, M1114 Humvee (Winter), MRAP Cougar, MRAP Punisher, Mercedes Zetros and Unimog.AddedTree-knockdown on the standalone trucks. The single armoured and offroad trucks now flatten trees exactly like their pack versions — no more bouncing off a sapling in a HEMTT you bought on its own.FixedCarrying vehicle parts looks right everywhere. A handful of doors, trunks and hoods were missing their heavy-carry animation on some mods — now complete across every pack and every single-vehicle mod.
For server owners — what to do: swap in the updated CZ Autoz vehicle PBOs and re-sign, exactly as you would any update. There are no
types.xml changes, no config changes and no whitelist re-submission. Every CZ Autoz vehicle now reports v2.5 in your mod list — and from this version on, your server log will tell you whenever the next update is out.Engine Names, Part Descriptions & Interaction Hardening — v2.4 | 18 July 2026
A catalogue-wide polish and accuracy update across every CZ Autoz / Callatic pack, tier and single-vehicle mod. Every car now names its real-life engine, every part reads properly in the inventory instead of its description just repeating its own name, a batch of naming slips are fixed (including one part wearing another car’s name), the Golf GTI’s colour variants finally load their correct paint, and the interaction-stability hardening from the Armoured Pack hotfix is now rolled out across the whole fleet. It’s a straightforward drop-in update — nothing about how the cars drive, spawn or whitelist changes.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml, config or whitelist changes — every classname, spawn point and setup is identical, so your loot economy and existing whitelisting keep working untouched.
📦 Applies across the whole catalogue. Every pack, tier and single-vehicle mod carries this update and moves to v2.4. They roll out as updated PBOs — keep an eye on #updates and swap each one in as it’s posted; there’s nothing else you need to do.🔧 Every car names its real engine
ChangedOpen any CZ Autoz vehicle’s engine in the inventory and it now shows the car’s actual real-life engine — the Supra reads 2JZ-GTE, the Skyline RB26DETT, the RX-7 its 13B rotary, the M5 and X6M their S63 V8, the HEMTT its Detroit Diesel — and so on right across the fleet. They previously all shared one generic placeholder label; now every engine is named correctly for the car it sits in.
ChangedEvery vehicle part now carries a proper description. Doors, bonnets, tailgates, wheels, hatches, camo covers and the rest used to just repeat their own name; each now reads clearly for the specific car it belongs to. A much cleaner, more informative inventory across every vehicle.ChangedColour variants read correctly too. Where a part comes in several colours, each colour now carries its own clear name and description instead of inheriting a colourless one.
FixedThe Ford Raptor Truck’s tailgate no longer calls itself a “Rubicon”. A copied part definition had left another vehicle’s name on it — it now correctly reads as the Raptor’s own tailgate.FixedCorrected two long-standing spelling slips in part names — “Dessert” → “Desert” (Humvee and MRAP Cougar) and “Millenium” → “Millennium” (Skyline).
FixedThe Golf GTI’s coloured bodywork now loads its correct paint. The Gold, Purple, Red and Black variants were quietly falling back to the base model because of a small config typo — they now show their proper colour as intended, each named for its colour in the inventory.
ChangedFollowing the Armoured Pack interaction-stability fix in v2.3, the same defensive guarding is now applied to every vehicle’s custom actions across the whole fleet. On heavily-modded servers a single misbehaving mod could cascade through another mod’s interactions and freeze the entire F-menu — taking items, eating, drinking, opening doors. Every CZ Autoz vehicle’s actions are now guarded so none of them can be the weak link a broken third-party mod trips over. If you’ve seen interaction trouble on a busy server, this closes the door on our vehicles being part of it.
ChangedThe server-side whitelist log now reports the manifest size and entry count as it runs (Manifest received (… chars)thenManifest parsed (… entries)), so at a glance you can confirm the check downloaded and read the list cleanly before it verifies your server’s IP.
For server owners — what to do: swap in the updated CZ Autoz vehicle PBOs and re-sign, exactly as you would any update. There are no
types.xml changes, no config changes and no whitelist re-submission — every classname, spawn point and setup is identical, so your loot economy and existing whitelisting keep working untouched. Every CZ Autoz vehicle now reports v2.4 in your mod list.Interaction Stability, Black Mamba Clean-Up & MRAP Handling — v2.3 | 16 July 2026
A small targeted hotfix for the Armoured Pack and the standalone Black Mamba, MRAP Cougar and MRAP Punisher. The headline is an interaction-stability fix that stops certain mod combinations from freezing the action menu, plus a Black Mamba clean-up fix and a small pace bump for the two MRAPs. Nothing about spawns, classnames or whitelisting changes.
✅ Nothing to do beyond updating the PBOs. No types.xml, config or whitelist changes — just replace the affected PBOs and re-sign as usual.
📦 Applies to: the Armoured Pack, and the standalone Black Mamba / MRAP Cougar / MRAP Punisher. Every other pack, tier and vehicle is unaffected and needs no update.🖱️ Interaction stability
FixedHardened the Black Mamba’s police-light/siren action inputs. On some servers running the Armoured Pack alongside certain other mods, a clash with these inputs could cascade and make every interaction stop responding — opening doors, taking items to hands, eating, drinking, the whole F-menu. They’re now guarded so a misbehaving mod can no longer break the interaction system through them. If you’ve hit this, update the Armoured Pack (and the standalone Black Mamba) and test — it closes the most likely cause.- The free Underglow mod was audited alongside this and is not involved — it has no input file or custom input handler that could clash, so there’s nothing to update there.
FixedDeleting a Black Mamba now removes its police lights and effects cleanly instead of leaving them glowing in the world — the delete runs the full native clean-up and destroys the light objects instantly.
ChangedBoth MRAPs were pinned against the rev limiter at their top speed and felt strained. They now run a taller top gear with a little more grunt, so they cruise noticeably calmer and reach a slightly higher top speed — still heavy, armoured and comfortably slower than the light Humvee and LAPV.
Drop-in update — replace the PBOs for the mods above and re-sign. No
types.xml, config or whitelist changes. The Armoured Pack, Black Mamba, MRAP Cougar and MRAP Punisher move to v2.3; everything else stays on v2.2.Steering, Exhaust & Handling Polish — v2.2 | 15 July 2026
This is the final polish on the big handling overhaul — the cars now look as right as they drive. If you run a server, it’s a straightforward drop-in update (exactly what to do is in the boxes below). If you drive on one, you’ll feel tighter steering, cleaner braking and a much smoother ride over rough roads, plus a load of visual details that finally line up. Here’s everything that changed and what you’ll actually notice behind the wheel.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml or server-config changes — every classname and spawn point is unchanged. Whitelisting works exactly as before (same bot, same #ip-whitelisting channel).
📦 Rollout — packs, tiers & underglow now; single-vehicle mods follow. The packs, tiers and the Underglow mod are updated and live now. The individual single-vehicle mods split from the tiers/packs carry the exact same update and roll out as updated PBOs in a follow-up shortly. Keep an eye on #updates — there’s nothing you need to do until yours is posted.
💡 Surfaces mod — match it to your map. For the handling to feel exactly as it’s tuned, run the DBO Surfaces mod that’s correct for your server’s map — and only that one. A missing, mismatched, or duplicate surfaces mod changes how the tyres grip the road, so the vehicles won’t drive quite as intended.🎡 Sharper steering — and the front wheels finally match it
ChangedEvery car turns noticeably sharper now. The steering has been opened up right across the fleet, so the small nimble cars genuinely dart into corners and even the big heavy vehicles turn in properly instead of ploughing straight on. You’ll feel a tighter, more confident turning circle the moment you get behind the wheel of any of them.FixedThe front wheels now point exactly where the car is actually steering. Before, the wheels would visually swing out further than the car was really turning, which looked off — each car’s wheel animation is now matched to its true steering angle, so what you see the wheels doing is exactly what the car is doing.
FixedOn bumpy or uneven roads at speed, the front of some cars used to dip far enough that the bodywork clipped down through the road — and on the heavier cars (the RS7 was the worst offender) the front wheels could even punch into the terrain. The front suspension now stiffens the instant it’s pushed hard, with the heavier cars given extra control at the front, so the body glides smoothly over the rough stuff while the wheels do the moving underneath it. Important for server owners: the cars sit at exactly the same height as before — only how they soak up bumps changed, nothing about their stance or ground clearance.
FixedCars with twin or triple tailpipes now smoke from every pipe instead of just one. The Impreza, AMG GT, Shelby and others finally look right with the engine running, and the G63 gains its exhaust smoke too.FixedWhen a car is removed (for example by an admin), its exhaust smoke now vanishes instantly instead of leaving a puff of smoke hanging in the air where the car used to be.
FixedThe tyre marks left when you brake or slide now match the real width of the wheel, instead of being noticeably too wide. A small touch, but braking and cornering look far more natural for it.
ChangedNormal braking now pulls the car up cleanly without the wheels locking and skating you helplessly forward — you can stand on the brakes and the car actually stops under control.ChangedFast corners now hold their line instead of washing wide and scrubbing off all your speed. Grip has been dialled in across the whole fleet, so quick direction changes and high-speed bends stay planted.ChangedThe handbrake (Shift + S) no longer slams into a hard lock and slide. It used to throw the car sideways the instant you touched it; now it pulls you up firmly and under control, without skidding or laying down rubber.ChangedChanging down a gear while braking no longer locks the driven wheels. Dropping a gear mid-brake used to break the wheels loose into a slide even at normal revs — the gearbox now eases each downshift in smoothly, so you can brake hard and shift down at the same time and the car stays composed. (This one affected several cars, possibly all — it’s now sorted fleet-wide.)FixedA few JDM cars (300ZX, Supra, RX7, Skyline) used to gently bob up and down on their springs while sitting completely still — they now sit properly still.
ChangedThe Humvee and LAPV now reach a sensible top speed and cruise there on a taller top gear, instead of screaming against the rev limiter the whole time. They feel like quick, light vehicles now rather than revving out early and going nowhere. The big heavy trucks (HEMTT, Zetros and co.) are unchanged.
FixedA few admin/debug-spawned vehicles were coming out missing parts — the Humvee now spawns with its hood, the G63 with its wheel cover, and the HEMTT with its rear wheels.FixedIf a car is deleted while its underglow is switched on, the underglow light now turns off with it instead of being left glowing on the ground where the car used to be.
For server owners — what to do: swap in the updated CZ Autoz vehicle PBOs and re-sign them, exactly as you would any update. There are no
types.xml changes, no config changes and no whitelist re-submission — every classname, spawn point and setup is identical, so your loot economy and existing whitelisting keep working untouched. Packs, tiers and the Underglow mod are live now; the individual single-vehicle mods follow shortly with the exact same update (keep an eye on #updates). Every CZ Autoz vehicle now reports v2.2 in your mod list.Realistic Weights, Ride Height & Truck Handling — v2.1 | 11 July 2026
The follow-through that makes the handling update land properly. Every vehicle now carries a realistic weight for its class, so the heavy stuff finally drives heavy, the trucks and military rigs pull through their gears like real trucks instead of pinning the rev limiter, and the whole fleet sits correctly on the ground. Plus a fix that brings the Mercedes Sprinter livery variants back.
🔧 Drop-in update. Replace your CZ Autoz vehicle PBOs and re-sign as usual. No types.xml or server-config changes: every classname, spawn point and setup is unchanged; only how the vehicles weigh, sit and pull has changed. Whitelisting works exactly as before (same bot, same #ip-whitelisting channel).
📦 Rollout — packs & tiers are live now; single-vehicle mods follow shortly. The packs and tiers are updated and released now. The individual single-vehicle mods split from them carry the exact same update — realistic weights, the truck gearing fix and the full ride-height pass — and roll out as updated PBOs in a follow-up soon. Keep an eye on the #updates channel; there’s nothing you need to do until yours is posted.⚖️ Realistic vehicle weights
ChangedEvery truck, van and military vehicle now carries a proper weight for its class. They were far too light before — a HEMTT weighed about as much as a hatchback — which made them accelerate like sports cars and sit wrong on their springs. Now the heavy stuff feels heavy: deliberate pull-away, real momentum and weight to it.
FixedHeavy vehicles no longer sit pinned at the redline through every gear. With proper weight behind them they now pull slowly and progressively up through the gearbox to their real-life top speed — the needle drops cleanly on each upshift and every gear pulls a proper stretch, exactly like driving a real truck.ChangedRebuilt the truck and APC gearboxes with wider, progressive ratios so shifting feels natural instead of buzzy — while nimble vehicles (Humvee, LAPV) stay quick.
FixedEvery vehicle now sits correctly on the ground. Cars that floated above their wheels or sank into the road have been dialled in one by one, so each sits flush and true to life — supercars low and planted, off-roaders with proper stance, trucks squared away.
ChangedMore suspension compression travel across the whole fleet, so vehicles soak up bumps and level changes at speed instead of the wheel digging in and springing back. Ride height is completely unchanged — this only affects how the suspension moves, not where the car sits.
FixedAll Sprinter livery variants (DHL, DPD, Amazon, Parcelforce, FedEx, Yodel, British Gas) can be spawned again — a drivetrain definition had gone missing on the shelved-interior variants, which silently stopped them spawning. The standard Sprinter was unaffected.
Replace your updated CZ Autoz vehicle PBOs and re-sign. Packs & tiers are live now; single-vehicle mods follow shortly with the same update. There are no
types.xml or config changes to make on your side. Every CZ Autoz vehicle moves to v2.1.Handling Resimulation & All-Wheel Drive — v2.0 | 9 July 2026
The biggest handling update we’ve shipped. Every CZ Autoz / Callatic vehicle — every pack, tier and single-vehicle mod — has had its driving completely resimulated from the ground up, and the whole fleet has moved to all-wheel drive for planted, confident, true-to-life handling in DayZ. Alongside it: an engine-start crash fix, cleaner spawns and logs, corrected license-plate and underglow inventory icons, and a round of whitelist reliability and protection improvements.
🔧 Drop-in update. Replace the PBOs and re-sign as usual. No types.xml or server-config changes — every classname, spawn point and setup is unchanged; only how the cars drive has changed. Whitelisting works exactly as before (same bot, same #ip-whitelisting channel).
📦 Rollout — packs & tiers are live now; single-vehicle mods land tomorrow. The packs and tiers are updated and released now. The individual single-vehicle mods split from them carry the exact same update — all-wheel drive, the full handling resimulation and every fix listed here — and will roll out as updated PBOs tomorrow. Keep an eye on the #updates channel; there’s nothing you need to do until yours is posted.🏎️ All-wheel drive across the entire fleet
ChangedEvery vehicle now drives through all four wheels. DayZ’s vehicle physics only model a basic differential with no traction control, so rear- and front-wheel drive could never feel right in-game — they’d slide, snap out or spin up on the lightest throttle. Rebuilding every car as AWD delivers the planted, predictable grip DayZ actually simulates well, while each car keeps its own distinct character. No more rear-end slides, tank-slapping or wheelspin pulling away.
ChangedGrip corrected across the whole fleet. Tyre grip was mis-set on every vehicle, causing wheelspin on almost any throttle — now fixed, so cars hook up and put their power down cleanly.ChangedPower delivery retuned per car to match its real-life class — a hot hatch pulls like a hot hatch, a muscle car like a muscle car, a hypercar like a hypercar. Launch force is matched to grip, so there’s no spinning the wheels instead of accelerating, and no sliding as the revs climb toward redline.ChangedSuspension rebalanced to remove the bounce and clipping some cars showed at speed or over bumps, while preserving each car’s weight and feel.ChangedTop speeds matched to each car’s real-life counterpart.FixedDifferentials retuned so cars turn properly at speed instead of scrubbing wide.
FixedA rare client crash / script-log error tied to the engine-start sound on some vehicles (e.g. the Hellcat) is resolved. Every vehicle’s engine sounds were audited in the process.
FixedVehicles admin-spawned without wheels no longer appear with a broken/invisible inventory.FixedCleared theProxy55galdrum“wrong inventory shape” spam from the server RPT log (the fuel-drum trucks).
FixedThe license plate and underglow attachments now show their correct inventory icons — they previously displayed a missing/blank icon in the inventory GUI.
ChangedWhitelist checks are now non-blocking — startup and gameplay stay smooth while the check runs in the background.AddedThe protection log now shows the connecting server’s Country and ISP for easier support.ChangedA server that previously failed its check now re-verifies automatically when a car’s engine is started, so a server whitelisted after the fact recovers without a restart. Servers that already passed are never re-checked.ChangedTidied the whitelist status log — removed noisy entry-count detail the server owner doesn’t need.
Replace all your CZ Autoz vehicle PBOs (packs, tiers and single-vehicle mods) and re-sign so everything’s on the same version. There are no
types.xml or config changes to make on your side. Every CZ Autoz vehicle moves to v2.0.Script-Log Cleanup — v1.9 | 27 June 2026
A small maintenance update clearing the last few DayZ 1.29 script-log warnings on a handful of vehicles. Nothing about how the vehicles drive, look or spawn changes — this is purely an engine-side code tidy-up so your server’s script log stays clean.
✅ Nothing to do beyond updating the PBOs. No whitelist, config or types.xml changes — just replace the affected PBOs and re-sign as usual.
🧹 What changed
FixedCleared the remaining DayZ 1.29 script-log warnings — a couple of unsafe type-casts in the BTR-4E turret code, plus two minor code typos (the Black Mamba’s police-light setup and the MRAP Cougar’s door-action mapping). Engine-side only.
- Armoured Pack, and the standalone Black Mamba & MRAP Cougar — these carry the fixes.
- Offroad Pack — the BTR-4E.
- Every other pack, tier and single-vehicle mod is unaffected and needs no update.
Drop-in update — replace the PBOs for the mods above and re-sign. No
types.xml or config changes. These mods move to in-game version v1.9.Whitelist Fetch Reliability — v1.8 | 26 June 2026
An important reliability update to server whitelisting across every CZ Autoz / Callatic vehicle pack, tier and single-vehicle mod. A handful of servers — particularly those behind ISPs or hosting networks that aggressively cache web traffic — could occasionally be handed an out-of-date copy of the whitelist and wrongly told their IP wasn’t registered, which kept the engine from starting on a server that was actually whitelisted. This release makes that impossible.✅ Nothing to do beyond updating the PBOs. Whitelisting works exactly as before — same bot, same #ip-whitelisting channel. This update simply guarantees your server always reads the live whitelist instead of a stale, cached one.🛰️ What changed
FixedEvery whitelist check is now a unique, uncacheable request, so no ISP, proxy or CDN sitting between your server and ours can hand back an old copy. Your server always sees the current list — the moment you’re whitelisted, you’re in.ChangedThis stays on standard HTTP by design: nothing for you to set up, and no certificate that could ever expire and lock your server out.
- Every pack and tier — Tier 1–4, Armoured, Offroad, SuperCars, Vans and JDM Pack 1 — and every single-vehicle mod split from them.
- The change is in the whitelist layer only, so updating is drop-in: no model,
configortypes.xmlchanges. Your server’s reported in-game version updates to v1.8.
Replace the PBOs and re-sign as usual — there are no
types.xml or config changes in this release. If you run several CZ Autoz vehicle mods, update them together so they’re all on v1.8.DayZ 1.29 Compatibility & Licensing — 2 June 2026
A catalogue-wide hotfix bringing every CZ Autoz / Callatic vehicle pack, tier and single-vehicle mod up to date for DayZ 1.29. The headline items are fixed vehicle lights (the 1.29 engine changed how vehicle lights work), removal of the Community Framework dependency, and server whitelisting so your vehicles are protected the same way the helicopters are.⚙️ Action required — your server must be whitelisted. Vehicles now verify your server’s public IP the same way the helicopter mod does. On a non-whitelisted server the cars still spawn and persist, but the engine will not start. Whitelist your server IP with the bot in the #ip-whitelisting channel on our Discord — the same channel and process as the helicopters. Each pack, tier and single-vehicle mod has its own whitelist — whitelist each one you run, or use the bot’s submit-all to whitelist every mod you own at once.
📦 Rollout — packs & tiers are live now; single-vehicle mods follow shortly. The packs and tiers below are released now. The individual single-vehicle mods are being updated and will release as updated PBOs / files over the next couple of days, each carrying the same DayZ 1.29 fixes, CF-free change and whitelisting. Keep an eye on the channel — they’ll roll out shortly.New versions in this release
Each single-vehicle mod takes the version of the pack or tier it is split from (e.g. the standalone BMW X6M follows Tier 4 → 2.8).
💡 Lights
FixedHeadlights, dashboard, tail lights and brake/reverse lights work again on DayZ 1.29. The 1.29 engine moved vehicle headlights to native code, which left the lights stuck off on the previous build — every vehicle has been migrated to the 1.29 light system.
ChangedThe vehicle mods no longer depend on Community Framework (CF). If no other mod on your server needs@CF, you can remove it from your load order — one less dependency to keep updated.
AddedVehicles now use the same server-IP whitelisting as the CZ Autoz helicopters. On a whitelisted server everything runs normally; on a non-whitelisted server the vehicles spawn and persist but the engine will not start.AddedA single shared, dated whitelist log ($profile:\CZAutoz_Whitelist_<date>.log) — every vehicle mod and the helicopter mod write their whitelist status here, so you can check everything in one place instead of one file per mod.
- Now: every pack and tier in the table above.
- Over the next couple of days: every individual single-vehicle mod split from them, released as updated PBOs / files (same fixes, same whitelisting).
Updating is drop-in — replace the PBOs and re-sign as usual. There are no config or
types.xml changes required by this release. Each vehicle mod has its own whitelist, so make sure every pack, tier and single-vehicle mod you run is whitelisted (the bot’s submit-all covers everything you own at once).