> ## Documentation Index
> Fetch the complete documentation index at: https://docs.czautoz.co.uk/llms.txt
> Use this file to discover all available pages before exploring further.

# Vehicles Changelog

> Version history and release notes for the CZ Autoz / Callatic vehicle packs, tiers and single-vehicle mods.

{/* VERSION CONVENTION: put the release version in each heading, heli-style - "## <Title> - vX.Y | DATE". It shows in the Discord embed + docs site; the webhook still keys on the DATE (keep the date text exact), the version is display-only. */}

## 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**

* `Changed` Open 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.

**🏷️ Proper part names and descriptions**

* `Changed` **Every 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.
* `Changed` **Colour 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.

**✍️ Naming fixes**

* `Fixed` **The 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.
* `Fixed` Corrected two long-standing spelling slips in part names — **"Dessert" → "Desert"** (Humvee and MRAP Cougar) and **"Millenium" → "Millennium"** (Skyline).

**🎨 Golf GTI colour variants**

* `Fixed` **The 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.

**🖱️ Fleet-wide interaction hardening**

* `Changed` Following 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.

**📋 Clearer whitelist log**

* `Changed` The server-side whitelist log now reports the **manifest size and entry count** as it runs (`Manifest received (… chars)` then `Manifest parsed (… entries)`), so at a glance you can confirm the check downloaded and read the list cleanly before it verifies your server's IP.

<Note>
  **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.
</Note>

## 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**

* `Fixed` **Hardened 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.

**🚔 Black Mamba clean-up on delete**

* `Fixed` Deleting 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.

**🪖 MRAP Cougar & Punisher — calmer and a touch quicker**

* `Changed` Both 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.

<Note>
  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**.
</Note>

## 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**

* `Changed` **Every 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.
* `Fixed` **The 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.

**🛣️ A smooth ride over rough roads — no more front-end sinking**

* `Fixed` **On 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.

**💨 Exhaust smoke — every pipe, and it clears up properly**

* `Fixed` **Cars 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.
* `Fixed` **When 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.

**🛞 Skid marks that fit the tyre**

* `Fixed` **The 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.

**🏁 Braking, cornering & gear changes — planted and predictable**

* `Changed` **Normal 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.
* `Changed` **Fast 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.
* `Changed` **The 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.
* `Changed` **Changing 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.)
* `Fixed` **A 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.

**🪖 Light armour with proper pace**

* `Changed` **The 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.

**🔧 Spawns & tidy-ups**

* `Fixed` **A 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.
* `Fixed` **If 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.

<Note>
  **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.
</Note>

## 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**

* `Changed` Every 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.

**⚙️ Truck & military gearing fixed**

* `Fixed` Heavy 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.
* `Changed` Rebuilt the truck and APC gearboxes with **wider, progressive ratios** so shifting feels natural instead of buzzy — while nimble vehicles (Humvee, LAPV) stay quick.

**📐 Ride height — the whole fleet sits right**

* `Fixed` **Every 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.

**🛞 Smoother over rough terrain**

* `Changed` More 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.

**🚐 Mercedes Sprinter livery variants**

* `Fixed` All **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.

<Note>
  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**.
</Note>

## 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**

* `Changed` Every 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.

**⚙️ Complete handling resimulation — unique to every car**

* `Changed` **Grip** 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.
* `Changed` **Power 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.
* `Changed` **Suspension** rebalanced to remove the bounce and clipping some cars showed at speed or over bumps, while preserving each car's weight and feel.
* `Changed` **Top speeds** matched to each car's real-life counterpart.
* `Fixed` Differentials retuned so cars **turn** properly at speed instead of scrubbing wide.

**🔊 Engine-start crash fix**

* `Fixed` A 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.

**🧹 Cleaner spawns & logs**

* `Fixed` Vehicles admin-spawned without wheels no longer appear with a broken/invisible inventory.
* `Fixed` Cleared the `Proxy55galdrum` "wrong inventory shape" spam from the server RPT log (the fuel-drum trucks).

**🎨 License plates & underglow**

* `Fixed` The **license plate** and **underglow** attachments now show their correct **inventory icons** — they previously displayed a missing/blank icon in the inventory GUI.

**🛡️ Whitelist reliability & protection**

* `Changed` Whitelist checks are now **non-blocking** — startup and gameplay stay smooth while the check runs in the background.
* `Added` The protection log now shows the connecting server's **Country and ISP** for easier support.
* `Changed` A 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.
* `Changed` Tidied the whitelist status log — removed noisy entry-count detail the server owner doesn't need.

<Note>
  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**.
</Note>

## 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**

* `Fixed` Cleared 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.

**📦 Applies to**

* **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.

<Note>
  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**.
</Note>

## 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**

* `Fixed` Every 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.
* `Changed` This stays on standard **HTTP** by design: nothing for you to set up, and no certificate that could ever expire and lock your server out.

**📦 Applies to**

* 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, `config` or `types.xml` changes. Your server's reported in-game version updates to **v1.8**.

<Note>
  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**.
</Note>

## 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**

| Pack / Tier    | Version |
| -------------- | ------- |
| Tier 1         | 6.3     |
| Tier 2         | 5.9     |
| Tier 3         | 6.0     |
| Tier 4         | 2.8     |
| Armoured Pack  | 6.4     |
| Offroad Pack   | 4.2     |
| SuperCars Pack | 2.6     |
| Vans Pack      | 2.1     |
| JDM Pack 1     | 1.2     |

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**

* `Fixed` Headlights, 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.

**🔓 Community Framework no longer required**

* `Changed` The 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.

**🛡️ Server whitelisting & protection**

* `Added` Vehicles 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**.
* `Added` A 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.

**📦 Applies to**

* **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).

<Note>
  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).
</Note>
