> ## 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.

# Driving & Handling

> Every CZ Autoz / Callatic vehicle is fully resimulated for DayZ — all-wheel drive across the range, grip and power tuned to each car's real-life character, and top speeds matched to the real thing.

Every CZ Autoz / Callatic vehicle has had its driving **resimulated from the ground up** for DayZ 1.29, and the whole range now runs **all-wheel drive**. The result is cars that feel planted and predictable, put their power down cleanly, and each drive like their real-world counterpart — while staying balanced for DayZ.

<Note>
  This is included on every vehicle — packs, tiers and standalone single-vehicle mods. Nothing to configure; it's simply how the cars drive out of the box.
</Note>

***

## All-wheel drive across the range

Every vehicle drives through **all four wheels**. DayZ's vehicle physics model a basic differential with **no traction control**, so pure rear- or front-wheel-drive cars can never feel right in-game — they slide, snap sideways or spin up on the lightest throttle. Building the entire fleet as **AWD** delivers the grip DayZ actually simulates well: confident launches, no rear-end kick-out and no wheelspin pulling away — while each car keeps its own distinct character.

## Tuned to each car's real-life class

The range isn't one-size-fits-all. Every vehicle's power delivery, grip, suspension and top speed were tuned individually, so a car feels like what it is:

| Class                                                           | Feel                                               |
| --------------------------------------------------------------- | -------------------------------------------------- |
| **Hot hatches** — Golf GTI, 350Z, RX7 …                         | Brisk and nimble, lighter punch                    |
| **Sports & muscle** — Hellcat, RS6, GT-R, Shelby …              | Strong, planted pull                               |
| **Hypercars** — Bugatti, Caliburn, McLaren …                    | Monstrous acceleration and the highest top speeds  |
| **Offroad & military** — Raptor, Humvee, BTR-4E, Velociraptor … | Heavy low-end grunt for climbing and rough terrain |
| **Vans** — Sprinter, Chevrolet G20                              | Grippy and sensible, working-vehicle pace          |

**Top speeds are matched to each vehicle's real-world counterpart**, so the pecking order in-game mirrors real life.

## What you'll notice

<CardGroup cols={2}>
  <Card title="Clean launches" icon="flag-checkered">
    Cars hook up and go instead of lighting up the tyres — grip was corrected across the whole fleet.
  </Card>

  <Card title="No slides at speed" icon="road">
    Power eases off toward the redline so the back end stays planted through the top of every gear.
  </Card>

  <Card title="Turns in properly" icon="arrows-turn-right">
    Differentials tuned so cars rotate through corners at speed instead of scrubbing wide.
  </Card>

  <Card title="Stable over bumps" icon="mountain">
    Suspension rebalanced to soak up bumps and crests without bouncing or clipping at speed.
  </Card>
</CardGroup>

<Note>
  The full driving overhaul shipped in the **Handling Resimulation & All-Wheel Drive** release — see the [Vehicles Changelog](/vehicles-changelog) for the complete breakdown.
</Note>
