Wardogs — GameFeatures / Vehicles Reference
Extracted from cooked game data as JSON. Source: Wardogs/Plugins/GameFeatures/Vehicles — 1,006 files, 2,936 export objects, 0 parse errors. Values are shown exactly as stored unless noted.
Scope note: This doc covers the vehicle plugin data: GameFeature wrappers, vehicle market and stats tables, modular platform/variant/part assets, health pools, seats, weapons, buildables, supply crates, and physics configs. The
Content/Vehiclesfolder is covered elsewhere and is not described here.Parts and handling: every
ModularVehiclePart(93), the per-vehicle engine, gearbox, brake, steering and suspension numbers, and the network prediction thresholds are tabulated in Vehicle parts and handling.Units: the export does not state units for most fields. Where a unit is named in the property (for example
_mps,_kmh,_deg,_m), it is given. Everything else is “as stored”.
Season 02 update (2026-10-15)
- New vehicle families:
TNK_04(T-72B3 heavy armored vehicle, 3 seats, market 16,000),WHL_08(Wolf-110 SUV, 4 seats, market 2,200) andWHL_08_RingTurret(Wolf-110 M2 Browning variant, 5 seats, market 7,800). - New buildable:
STN_06MG Nest (cost 650, MaxHealth 3,000, MaxStack 5). - New countermeasure: Smoke (
Id.Item.VehicleSmoke), vendor price 750, level 1. Flares are unchanged at 750. - Vehicle prices (old → new): Havoc 18,000 → 28,000; Littlebird MachineGuns 7,000 → 12,000; Littlebird RocketPods 12,500 → 18,800; ROT_04 MachineGuns 8,000 → 15,000; TNK_01 Heavy 14,000 → 22,000; TNK_01 AntiAir 10,000 → 14,000.
- More vehicle prices (old → new): Kodiak MachineGun 3,750 → 6,750; Humvee Minigun 4,500 → 10,000; Humvee MachineGun 3,750 → 8,500; Ural Battle 6,000 → 7,200; Ural Attack 6,750 → 9,500.
- Buildable costs (old → new): MistralAA 1,000 → 650; Phalanx 1,500 → 1,200; Mortar 150 → 600; Loudspeaker 100 → 200; Stingray 150 → 650.
- Mounted Verba (STN_01): reload 2.0 s → 5.0 s; restock 50 → 200.
- Mortar (STN_03): restock 75 → 150.
- Phalanx (STN_02) cannon: muzzle speed 85,000 → 110,000.
- Damage tables: every existing vehicle damage table except the base
DT_GlobalDamage_VehicleDatagained entries. ROT_02, ROT_03, ROT_04, SPW_01, WHL_01, WHL_02, the three WHL_05 tables, WHL_06 and WHL_07 gained 1 (theRocket.125mmentry). STN_01 to STN_05 gained 2 (that entry plus aCannon.20x102mmentry). TNK_01 went from 84 to 87 entries, 1 more in each of its three rows. - Stats assets: the values of the existing 20 stats assets are unchanged. Three assets were added (TNK_04, WHL_08, WHL_08_RingTurret), so the total is 23.
- Input: the Flares fire action is renamed to
FireCountermeasuresin the vehicle input controls. The Flares item itself is unchanged. - Seat check:
DA_TNK_04_Statslists MaxSeats 3, but the TNK_04 seat asset has 2 setups. - Not in this doc’s scope:
IA_Vehicle_FireFlareswas removed fromContent/Vehicles, andIA_Vehicle_FireCountermeasureswas added there. Two REV audio files moved to a differently cased folder, so family file totals are unchanged.
Full before/after list: Season 2 Changes → Vehicles.
1. Folder Layout and Family Map
Each top-level folder is one family (a vehicle, a vehicle variant group, a buildable, or a support feature). Every family has a GameFeatureData wrapper plus GameFeatureAction_* entries that register its data tables and content.
| Family folder | Role (class tag) | Files | Objects | What it is |
|---|---|---|---|---|
TNK_01 | Tracked | 85 | 255 | Heavy tank family: Heavy, Artillery, AntiAir variants |
TNK_04 | Tracked | 43 | 104 | T-72B3 heavy armored vehicle (3 seats) |
WHL_01 | Wheeled (4W) | 51 | 117 | Bobcat light truck |
WHL_02 | Wheeled (4W) | 72 | 171 | Kodiak truck: Default, Pickup, base platform for ring turret |
WHL_02_RingTurret | Wheeled | 15 | 42 | Kodiak “MachineGun” variant (ring turret) |
WHL_05 | Wheeled (4W) | 59 | 203 | Humvee (Default + shared platform) |
WHL_05_Minigun | Wheeled | 17 | 42 | Humvee Minigun variant |
WHL_05_RingTurret | Wheeled | 20 | 104 | Humvee MachineGun (ring turret) variant |
WHL_06 | Wheeled (4W) | 50 | 122 | Dune Buggy |
WHL_07 | Wheeled (4W) | 60 | 158 | Ural truck: Default and Battle variants |
WHL_07_ArmouredBattle | Wheeled | 17 | 44 | Ural “Attack” (armoured battle) variant |
WHL_08 | Wheeled (4W) | 51 | 139 | Wolf-110 SUV (4 seats) |
WHL_08_RingTurret | Wheeled | 15 | 35 | Wolf-110 “M2 Browning” variant (ring turret, 5 seats) |
ROT_02 | Rotary | 48 | 215 | Havoc attack helicopter |
ROT_03 | Rotary | 40 | 211 | Littlebird helicopter (base) |
ROT_03_WeaponVariants | Rotary | 31 | 66 | Littlebird Mounted MachineGuns and RocketPods variants |
ROT_04 | Rotary | 38 | 200 | ROT_04 helicopter (13 seats; unnamed in export) |
ROT_04_MachineGun | Rotary | 18 | 39 | ROT_04 Mounted MachineGuns variant |
SPW_01 | Tracked | 36 | 118 | Spawn vehicle (Valkyra), 10 seats |
STN_01 | Stationary | 27 | 49 | Mistral AA (buildable emplacement) |
STN_02 | Stationary | 27 | 51 | Phalanx (buildable emplacement) |
STN_03 | Stationary | 27 | 50 | Mortar (buildable emplacement) |
STN_04 | Stationary | 18 | 31 | Loudspeaker (buildable) |
STN_05 | Stationary | 49 | 130 | Stingray (drone buildable, DroneProjectile) |
STN_06 | Stationary | 24 | 45 | MG Nest (buildable emplacement, sandbagged M2) |
SupplyCrates | n/a | 31 | 123 | Supply crates, supply pallets and the garage market for them |
BobbleHeads | n/a | 20 | 36 | Bobblehead cosmetic parts (4 sub-features) |
Flares | n/a | 4 | 9 | Flares countermeasure item and vendor entry |
VehicleSmoke | n/a | 4 | 9 | Smoke countermeasure item and vendor entry |
Lockpicking | n/a | 4 | 6 | Lockpicking interaction context and recon skill grant |
FreeVehicleSpawner | n/a | 1 | 2 | Component add for a free vehicle spawner |
VehicleRewardZone | n/a | 1 | 5 | Reward-zone widgets and components (values are not in this folder) |
VehicleUtility | n/a | 1 | 2 | Component add (utility) |
VehicleLifetimeManager | n/a | 1 | 1 | GameFeatureData only |
DebugCockpit | n/a | 1 | 2 | Debug widget elements |
Object totals by type (top of the list): WDGameplayCueEffect 153, MVF_StaticMesh 148, CurveFloat 116, DataTable 113, WDAttributeEffectsTrigger_VehicleHealth 100, ModularVehiclePart 93, WDWheeledVehicleEffect 94, ModularVehicleSlot 71, WDAudioData 88, ModularVehicleVariant 32, WDVehicleStatsDataAsset 23, WDVehicleWeaponDataAsset 23, WDVehicleWeaponExtensionDataAsset 24, WDWeaponStatsData 15, WDBuildableDataAsset 6, WDVehicleBuildSpawner 6, WDItemExtensionData_VehicleSupplyCrate 9, WDVendorData (in DataTables) 17 tables.
GF action mix: GameFeatureAction_DataRegistrySource is in every content family. GameFeatureAction_AddWorldPartitionContent appears in the families that place world content (for example ROT_02, SPW_01, STN_01, STN_05, SupplyCrates, TNK_01, WHL_02, Flares, VehicleRewardZone). BHGameFeatureAction_AddGameplayCuePath appears in most vehicle families (not all).
2. Vehicle Chain: How the Assets Link
Most vehicle data follows one chain. Read it top-down to find any value.
- Market row (
DT_VehicleMarket_*) keyed by aVehicle.Variant.*tag. Holds Price, LevelToUnlock, Amount and aVehicleStatsDataAssetreference. - Variant (
ModularVehicleVariant,VV_*) withVariantID(same tag) andAssemblyData.VehicleBasepointing to a platform. - Platform (
ModularVehiclePlatform,VP_*) withImplementationClass(the actor class),SpawnParams,Fragments(Health, Seats, Config, Stats, Interactions, Destruction and so on) andSlots. - Slots (
ModularVehicleSlot) hold parts. Parts areModularVehiclePart(VP_*) orMVF_StaticMesh/MVF_SkeletalMeshfragments. - Weapons: slot part to
WDVehicleWeaponDataAsset(W_*) toWeaponExtensionsDataAssetstoWDVehicleWeaponExtensionDataAsset(ammo, reload, start inventory) toWDWeaponStatsData(RPM, speed, range). - Config: platform
Configfragment toMWheeledVehicleConfigDataAsset/BHRotaryVehicleConfigDataAsset/MTrackedVehicleConfigDataAsset/BHBaseVehicleConfigDataAsset, which point to physics, camera, input, sensors and gameplay-system assets.
3. Vehicle Market (Purchase Prices)
Source: DT_VehicleMarket_* (one per family) and DT_GarageMarket_SupplyCrates. Each row is a WDVendorData with VendorItemVariations. Price is the stored purchase price; LevelToUnlock is the stored unlock level (its exact meaning is not confirmed, see section 15). All entries have Amount 1, LifeTimeBuyLimit 0 and bRequiresAccountEntitlement False.
| Variant tag | Price | LevelToUnlock | Vendor subcategory | Stats asset |
|---|---|---|---|---|
| Vehicle.Variant.Air.Rotary.Havoc.Default | 28,000 | 0 | Air.Combat | DA_ROT_02_Stats |
| Vehicle.Variant.Air.Rotary.Littlebird.Default | 6,250 | 1 | Air.Transport | DA_ROT_03_Stats |
| Vehicle.Variant.Air.Rotary.Littlebird.MountedMachineGuns | 12,000 | 1 | Air.Combat | DA_ROT_03_MachineGuns_Stats |
| Vehicle.Variant.Air.Rotary.Littlebird.RocketPods | 18,800 | 1 | Air.Combat | DA_ROT_03_RocketPods_Stats |
| Vehicle.Variant.Air.Rotary.ROT_04.Default | 7,400 | 0 | Air.Transport | DA_ROT_04_Stats |
| Vehicle.Variant.Air.Rotary.ROT_04.MountedMachineGuns | 15,000 | 0 | Air.Combat | DA_ROT_04_MachineGun_Stats |
| Vehicle.Variant.Land.Tracked.TNK_01.Heavy | 22,000 | 1 | Land.Tank | DA_TNK_01_Stats |
| Vehicle.Variant.Land.Tracked.TNK_01.AntiAir | 14,000 | 1 | Land.Tank | DA_TNK_03_Stats |
| Vehicle.Variant.Land.Tracked.TNK_04.Default | 16,000 | 1 | Land.Tank | DA_TNK_04_Stats |
| Vehicle.Variant.Land.Tracked.TNK_01.Artillery | 8,000 | 1 | Land.Artillery | DA_TNK_02_Stats |
| Vehicle.Variant.Land.Wheeled.Bobcat.Default | 500 | 0 | Land.Transport | DA_WHL_01_Stats |
| Vehicle.Variant.Land.Wheeled.Kodiak.Default | 2,500 | 0 | Land.Transport | DA_WHL_02_Stats |
| Vehicle.Variant.Land.Wheeled.Kodiak.Pickup | 3,000 | 0 | Land.Transport | DA_WHL_02_Pickup_Stats |
| Vehicle.Variant.Land.Wheeled.Kodiak.MachineGun | 6,750 | 0 | Land.Transport | DA_WHL_02_SUV_Stats |
| Vehicle.Variant.Land.Wheeled.Humvee.Default | 3,000 | 0 | Land.Transport | DA_WHL_05_Humvee_Stats |
| Vehicle.Variant.Land.Wheeled.Humvee.Minigun | 10,000 | 0 | Land.Transport | DA_WHL_05_Humvee_MinigunStats |
| Vehicle.Variant.Land.Wheeled.Humvee.MachineGun | 8,500 | 0 | Land.Transport | DA_WHL_05_Humvee_RingTurretStats |
| Vehicle.Variant.Land.Wheeled.DuneBuggy.Default | 1,500 | 0 | Land.Transport | DA_WHL_06_DuneBuggy_Stats |
| Vehicle.Variant.Land.Wheeled.Ural.Default | 5,000 | 0 | Land.Transport | DA_WHL_07_Stats |
| Vehicle.Variant.Land.Wheeled.Ural.Battle | 7,200 | 0 | Land.Transport | DA_WHL_07_Stats (see note) |
| Vehicle.Variant.Land.Wheeled.Ural.Attack | 9,500 | 0 | Land.Transport | DA_WHL_07_Battle_Stats |
| Vehicle.Variant.Land.Wheeled.WHL_08.Default | 2,200 | 0 | Land.Transport | DA_WHL_08_Stats |
| Vehicle.Variant.Land.Wheeled.WHL_08.MachineGun | 7,800 | 0 | Land.Transport | DA_WHL_08_RingTurretStats |
Note:
Ural.Battlepoints atDA_WHL_07_Stats, whileUral.Attack(the ArmouredBattle asset) usesDA_WHL_07_Battle_Stats. Both have identical numbers in the stats table, so this has no visible effect in this export. It may be a leftover reference.
Other market rows
| Item | Price | LevelToUnlock | Category |
|---|---|---|---|
Flares (Id.Item.Flares) | 750 | 1 | Vehicle.CounterMeasures.Flares |
Smoke (Id.Item.VehicleSmoke) | 750 | 1 | Vehicle.CounterMeasures.Smoke |
Supply crate Small (ID.Item.VehicleSupplyCrate.Small) | 150 | 0 | Vehicle.SupplyCrate |
| Supply crate Large | 300 | 0 | Vehicle.SupplyCrate |
| Supply crate Small Armoured | 500 | 0 | Vehicle.SupplyCrate |
| Supply crate Large Armoured | 800 | 0 | Vehicle.SupplyCrate |
| Pallet BuildSupply | 400 | 0 | Vehicle.Logistics.Pallet |
| Pallet MunitionsSupply | 400 | 0 | Vehicle.Logistics.Pallet |
| Pallet FuelSupply | 400 | 0 | Vehicle.Logistics.Pallet |
| Pallet SparePartsSupply | 400 | 0 | Vehicle.Logistics.Pallet |
Stationary buildables do not appear in these market tables. Their Cost is on the buildable asset (section 10).
4. Vehicle Stats (WDVehicleStatsDataAsset)
23 stats assets. Each lists the vehicle’s spec sheet (MaxSpeed, MaxFuel, FuelEconomy, MaxSeats), a Stats array of vendor stat widgets (Seats, MaxSpeed, FuelCapacity, FuelEconomy, CounterMeasures, Weapons), and display names for weapons and countermeasures. Stationary (STN) and drone families have no stats asset.
| Stats asset | Family | MaxSpeed | MaxFuel | FuelEconomy | MaxSeats |
|---|---|---|---|---|---|
| DA_ROT_02_Stats | ROT_02 (Havoc) | 400.0 | 130.0 | 4.4 | 2 |
| DA_ROT_03_Stats | ROT_03 (Littlebird) | 350.0 | 105.0 | 4.4 | 6 |
| DA_ROT_03_MachineGuns_Stats | ROT_03 MG variant | 350.0 | 105.0 | 4.4 | 2 |
| DA_ROT_03_RocketPods_Stats | ROT_03 Rocket variant | 350.0 | 105.0 | 4.4 | 2 |
| DA_ROT_04_Stats | ROT_04 | 445.0 | 120.0 | 4.4 | 13 |
| DA_ROT_04_MachineGun_Stats | ROT_04 MG variant | 445.0 | 120.0 | 4.4 | 13 |
| DA_SPW_Stats | SPW_01 (Valkyra) | 71.0 | 100.0 | 5.7 | 10 |
| DA_TNK_03_Stats | TNK_01 AntiAir | 65.0 | 110.0 | 10.0 | 2 |
| DA_TNK_02_Stats | TNK_01 Artillery | 65.0 | 105.0 | 8.0 | 3 |
| DA_TNK_01_Stats | TNK_01 Heavy | 65.0 | 110.0 | 8.0 | 3 |
| DA_WHL_01_Stats | WHL_01 (Bobcat) | 75.0 | 18.0 | 2.2 | 2 |
| DA_WHL_02_Stats | WHL_02 (Kodiak) | 154.0 | 50.0 | 2.9 | 4 |
| DA_WHL_02_Pickup_Stats | WHL_02 Pickup | 154.0 | 50.0 | 2.9 | 6 |
| DA_WHL_02_SUV_Stats | WHL_02 RingTurret | 154.0 | 50.0 | 2.9 | 5 |
| DA_WHL_05_Humvee_Stats | WHL_05 (Humvee) | 113.2291 | 65.0 | 3.3 | 4 |
| DA_WHL_05_Humvee_MinigunStats | WHL_05 Minigun | 113.2291 | 65.0 | 3.3 | 5 |
| DA_WHL_05_Humvee_RingTurretStats | WHL_05 RingTurret | 113.2291 | 65.0 | 3.3 | 5 |
| DA_WHL_06_DuneBuggy_Stats | WHL_06 | 130.0 | 68.0 | 5.0 | 3 |
| DA_WHL_07_Stats | WHL_07 (Ural) | 79.0 | 85.0 | 4.0 | 3 |
| DA_WHL_07_Battle_Stats | WHL_07 ArmouredBattle | 79.0 | 85.0 | 4.0 | 3 |
| DA_TNK_04_Stats | TNK_04 | 60.0 | 110.0 | 8.5 | 3 |
| DA_WHL_08_Stats | WHL_08 | 129.0 | 60.0 | 4.0 | 4 |
| DA_WHL_08_RingTurretStats | WHL_08 RingTurret | 129.0 | 60.0 | 4.0 | 5 |
Weapon names in stats (example, DA_TNK_01_Stats): VehicleWeaponryNames = M249 Machine Gun, L55A1 Cannon, MG3A1 Coaxial Gun; VehicleCounterMeasuresNames = Smoke. These are localized through STRINGS_VehicleVendor_Stats.
Things to check:
MaxSeatsdisagrees with the seat setups for TNK_01 Artillery and Heavy (3 stated, 2 seat setups). See section 7.- MaxSpeed and FuelEconomy units are not given. Treat them as relative values until confirmed.
5. Health Pools (MVF_HealthSections)
Each platform lists its health pools as HealthSections (Attribute tag to MaxHealth). Sub-parts (wheels, tracks, radar) have their own pools in their part assets.
| Platform | Health (body) | Engine | FuelTank | Other pools |
|---|---|---|---|---|
| VP_ROT_02 (Havoc) | 800 | 200 | 200 | Rotor.Main 400, Rotor.Tail 300, Wheel.Left.Front 100, Wheel.Right.Front 100 |
| VP_ROT_03 (Littlebird) | 400 | 200 | 200 | Rotor.Main 400, Rotor.Tail 300 |
| VP_ROT_04 | 600 | 200 | 200 | Rotor.Main 400, Rotor.Tail 300 |
| VP_SPW (Valkyra) | 1,000 | n/a | 100 | Tracks.Left 125, Tracks.Right 125; Radar part 100 |
| VP_TNK_01_AntiAir | 800 | 150 | 150 | Tracks.Left 125, Tracks.Right 125 |
| VP_TNK_01_Artillery | 650 | 150 | 100 | Tracks.Left 125, Tracks.Right 125 |
| VP_TNK_01_Heavy | 800 | 150 | 150 | Tracks 125 each; Body.StrongArea 350 |
| VP_TNK_04 (T-72B3) | 750 | 150 | 150 | Tracks.Left 125, Tracks.Right 125 |
| VP_WHL_01 (Bobcat) | 200 | 200 | 100 | Wheels 75 each (VP_WHL_01_Wheels) |
| VP_WHL_02 (Kodiak) | 400 | 400 | 400 | Wheels 75 each |
| VP_WHL_05 (Humvee) | 500 | 400 | 400 | Wheels 75 each |
| VP_WHL_06_DuneBuggy | 400 | 400 | 300 | Wheels 75 each |
| VP_WHL_07 (Ural) | 700 | 400 | 400 | Wheels 75 each (6 wheels); Body.ModerateArea = 1 |
| VP_WHL_08 (Wolf-110) | 500 | 400 | 400 | n/a (wheel pools not tabled) |
| VP_STN_01 (Mistral AA) | 3,000 | n/a | n/a | n/a |
| VP_STN_02 (Phalanx) | 5,000 | n/a | n/a | n/a |
| VP_STN_03 (Mortar) | 3,000 | n/a | n/a | n/a |
| VP_STN_04 (Loudspeaker) | 1,000 | n/a | n/a | n/a |
| VP_STN_05 (Stingray) | 3,000 | n/a | n/a | n/a |
| VP_STN_06 (MG Nest) | 1,800 | n/a | n/a | n/a |
Stationary body health matches the buildable MaxHealth (section 10). Exception: the MG Nest buildable has MaxHealth 3,000 while VP_STN_06 has a body pool of 1,800.
6. Health Threshold Triggers (WDAttributeEffectsTrigger_VehicleHealth)
100 triggers. Each fires effects when an attribute crosses a threshold. Thresholds are percentages of max health unless marked otherwise.
| Pattern | Thresholds (percent) | Applies to |
|---|---|---|
Body Health | 55, 25, 10 | ROT_02, ROT_03, ROT_04, SPW_01 (55, 10 only), TNK_01 (all three), WHL_01, WHL_02, WHL_05, WHL_06, WHL_07 |
Health.FuelTank | 90 / 80, 55, 0 (or 10, 0 on ROT_03) | WHL_01, SPW_01, TNK_01, WHL_05_RingTurret, ROT_03 |
Health.Tracks.Left/Right | 0 (below: dead), 55 (above) | SPW_01, TNK_01 (incl. TNK_03 AntiAir), TNK_04 (the “above 55%” trigger has 2 effects) |
Wheel parts (Health.Wheel.*) | 55, 0 | WHL_01, WHL_02, WHL_05, WHL_05_RingTurret, WHL_07 (incl. Middle wheels) |
Health.Engine | 20 (WHL_01), 55 (TNK_01, WHL_05_RingTurret), 0 | WHL_01, TNK_01, WHL_05_RingTurret |
Health.Rotor.Main / Tail | 55 (above and below), 0 | ROT_02 |
Health.Radar | 55, 25, 0 | SPW_01 |
| Stationary body | 1 | STN_02 |
Trigger effects are WDVehicleEngineEffect, WDVehicleTurretEffect, WDFuelComponentEffect and similar objects. Full effect semantics are not decoded here (see section 15).
7. Seats (BHSeatSettingsDataAsset)
Seat setups define a role per seat (Driver, Gunner, ActivePassenger, PassivePassenger) plus flags. Counts below are from the seat asset itself.
| Seat asset | Family | Setups | Roles | Gunner seats |
|---|---|---|---|---|
| DA_ROT_02_SeatSettings | ROT_02 | 2 | Driver, Gunner | 1 |
| DA_ROT_03_Attack_SeatSettings | ROT_03 Attack variant | 2 | Driver, ActivePassenger | 0 |
| DA_SeatSettings_SPW | SPW_01 | 10 | Driver + 9 PassivePassenger | 0 |
| DA_TNK_03_SeatSettings | TNK_01 AntiAir | 2 | Driver, Gunner | 1 |
| DA_TNK_01_Artillery_SeatSettings | TNK_01 Artillery | 2 | Driver, Gunner | 1 |
| DA_TNK_01_Heavy_SeatSettings | TNK_01 Heavy | 2 | Driver, Gunner | 1 |
| DA_SeatSettings_WHL_02 | WHL_02 Kodiak | 4 | Driver + 3 ActivePassenger | 0 |
| DA_TNK_04_SeatSettings | TNK_04 | 2 | Driver, Gunner | 1 |
| DA_TNK_04_MountedMachineGun_SeatSettings | TNK_04 MachineGun | 1 | Gunner | 1 |
| DA_SeatSettings_STN_06 | STN_06 (MG Nest) | 1 | Gunner | 1 |
| DA_SeatSettings_WHL_08 | WHL_08 | 4 | Driver + 3 ActivePassenger | 0 |
| DA_SeatSettings_WHL_08_RingTurret | WHL_08 RingTurret | 5 | Driver, 3 ActivePassenger, Gunner | 1 |
Round 39 re-read of the seat assets (assets/data/vehicle-seats.json, Vehicle weapon rates, seats and damage effects section 3): the assets listed above as having 0 setups do have seats. WHL_01 has 2 (exterior driver and passenger), STN_01 has 1 (exterior gunner), the TNK_01 Artillery MG, TNK_01 Heavy MG and TNK_04 MG seat assets have 1 gunner each, WHL_02_RingTurret has 5, the three WHL_05 variants have 4, 5 and 5, WHL_06 has 3, WHL_07_ArmouredBattle has 5, ROT_04_MachineGun has 13 and the Pickup extra-seats asset has 6.
Stats against seat setups, resolved in round 39:
- TNK_01 Artillery and Heavy:
MaxSeats3 = the 2 hull seats (Driver, Gunner) + 1 gunner seat in the separate mounted-machine-gun seat asset. TNK_04:MaxSeats3 = 2 + 1 the same way. - WHL_02 Pickup:
MaxSeats6 = the extra-seats asset, which lists 6 seats: Driver, 3 ActivePassenger, then 2 ActivePassenger flaggedbIsExteriorSeat(the bed). The first four match the base asset; whether the pickup chassis part (fragment keyExtraSeats) replaces or adds to the base seat fragment is assembly code, not read. - ROT_03 and ROT_04:
DA_ROT_03_SeatSettingshas 6 seats (Driver, 1 ActivePassenger, 4 exterior ActivePassenger) =MaxSeats6;DA_ROT_03_Attack_SeatSettingshas 2 = the MG and rocket variants’ 2;DA_ROT_04_SeatSettingshas 13 (Driver + 12 ActivePassenger) =MaxSeats13, and the MG variant has the same 13 with 2 of them gunners.
8. Weapons
8a. Weapon stats (WDWeaponStatsData)
| Stats asset | Family | RPM | Burst | Fire modes | Muzzle speed | Effective range | Accuracy | Caliber |
|---|---|---|---|---|---|---|---|---|
| DA_ROT_02_Weapon_122mm_Stats | ROT_02 rockets | 500 | 1 | Automatic | 45,000 | 1,000 | 6.0 | 122mm |
| DA_ROT_02_Weapon_30mmCannon_Stats | ROT_02 cannon | 250 | 1 | Automatic | 90,000 | 600 | 35.0 | 30mm |
| DA_ROT_03_AttachedMachineGuns_Stats | ROT_03 MGs | 1,500 | 1 | Automatic | 85,300 | 800 | 25.0 | 308Win |
| DA_ROT_03_Weapon_122mm_Stats | ROT_03 rocket pods | 350 | 1 | Automatic | 45,000 | 1,000 | 6.0 | 122mm |
| DA_ROT_04_MountedMachineGun_Stats | ROT_04 MG | 1,500 | 1 | Automatic | 85,300 | 1,500 | 10.0 | 308Win |
| DA_STN_01_Heavy_MountedMachineGun_Stats | STN_01 Mistral AA | 100 | 1 | SemiAutomatic | 2,000 | 1,000 | 1 (class default) | 72mm |
| DA_STN_02_Heavy_MainCannon_Stats | STN_02 Phalanx | 1,800 | 1 | Automatic | 110,000 | 1,000 | 25.0 | 20x102mm |
| DA_STN_03_Heavy_MainBarrel_Stats | STN_03 Mortar | 50 | 1 | SemiAutomatic | 80,000 | 1,000 | 50.0 | 120x800mm |
| DA_STN_05_Heavy_MainBarrel_Stats | STN_05 Stingray | 50 | 1 | SemiAutomatic | 11,000 | 10,000 | 50.0 | DroneProjectile |
| DA_TNK_03_Weapon_Stats | TNK_01 AntiAir | 1,100 | 1 | Automatic | 117,500 | 1,000 | 1 (class default) | 35x228mm |
| DA_TNK_01_Artillery_Weapon_Stats | TNK_01 Artillery | 50 | 1 | SemiAutomatic | 30,000 | 10,000 | 10.0 | 155mm |
| DA_TNK_01_Heavy_Weapon_Stats | TNK_01 Heavy | 50 | 1 | SemiAutomatic | 60,000 | 10,000 | 30.0 | 120x570mm |
| DA_TNK_01_MachineGun_Weapon_Stats | TNK_01 coax / MG | 650 | 1 | Automatic | 82,000 | 200 | 25.0 | 308Win |
| DA_WHL_05_RingMinigun_Stats | WHL_05 Minigun | 1,500 | 1 | Automatic | 85,300 | 800 | 25.0 | 308Win |
| DA_TNK_04_Weapon_Stats | TNK_04 cannon | 50 | 1 | SemiAutomatic | 46,000 | 10,000 | 30.0 | 125x570mm |
Muzzle speed is stored as a raw number with no unit in the export.
8b. Weapon extensions (WDVehicleWeaponExtensionDataAsset)
Each extension ties an item to its stats, ammo, reload timing and starting inventory. Reload fields are named ReloadTime, StartDelayTime and LoopLoadRoundTime. Their exact meaning is inferred from the names.
| Extension | Family | Ammo tag | Reload (s) | Start delay (s) | Loop round (s) | Start inventory | Restock needed |
|---|---|---|---|---|---|---|---|
| 122mm Rockets | ROT_02 | Id.Item.122mm | 6.0 | 1.0 | 0.75 | 0 | n/a |
| 30mm Cannon | ROT_02 | Id.Item.30mm | 8.0 | n/a | n/a | 0 | n/a |
| 308mm Machine Gun | ROT_03 MG | Id.Item.308Win | 4.25 | 1.0 | n/a | 300 (tracer) | n/a |
| MachineGun | ROT_04 MG | Id.Item.308Win | 5.0 | 1.0 | n/a | 150 (tracer) | n/a |
| Mounted Verba | STN_01 | Id.Item.72mm | 5.0 | 1.0 | n/a | 1 | 200 |
| Mounted Verba | STN_02 | Id.Item.20x102mm | 3.0 | 1.0 | n/a | 500 | 250 |
| Mortar | STN_03 | Id.Item.120x800mm | 4.5 | 1.0 | n/a | 3 | 150 |
| Stingray | STN_05 | Id.Item.DroneProjectile | 0.0 | 1.0 | n/a | 0 | 900 |
| 35mm Cannons | TNK_01 AntiAir | ID.Item.35x228mm | 4.0 | n/a | n/a | 0 | n/a |
| Artillery | TNK_01 Artillery | ID.Item.155mm | 25.0 | 1.0 | n/a | 10 (Expensive), 0 (Standard) | n/a |
| Heavy Turret | TNK_01 Heavy | ID.Item.120x570mm | 4.0 | 1.0 | n/a | 9 | n/a |
| Mounted M249 | TNK_01 | Id.Item.556mm | 4.25 | 1.0 | n/a | 0 (tracer) | n/a |
| Machine Gun | TNK_01 coax / MG | Id.Item.308Win | 4.25 | 1.0 | n/a | 300 (tracer) | n/a |
| Minigun | WHL_05 Minigun | Id.Item.308Win | 4.25 | 1.0 | n/a | 150 (tracer) | n/a |
| MG Nest | STN_06 | Id.Item.50Cal.Tracer | 8.0 | 1.0 | n/a | 60 | 200 |
| Heavy Turret | TNK_04 | ID.Item.125x570mm | 4.0 | 1.0 | n/a | 9 | n/a |
| Machine Gun | TNK_04 MachineGun | Id.Item.762x54mm | 4.25 | 1.0 | n/a | 300 (tracer) | n/a |
Five extensions carry a restock count (the Restock column). The restock semantics and tag are not decoded.
8c. Weapon data (WDVehicleWeaponDataAsset)
23 assets, one per weapon mount (for example W_TNK_01_Heavy, W_ROT_02_122mm, W_WHL_05_Humvee_RingMinigun). Each gives the weapon tag (Id.Vehicle.Weapon.*), a skeletal mesh, muzzle sockets, the player attach socket and the aim sensitivities (for example Gamepad 35, Mouse 8, Key 45 for W_TNK_01_Heavy).
9. Projectile and Damage Model
9a. Drone projectile (WDProjectileData, Stingray)
| Field | Value |
|---|---|
| ProjectileId | Item.Caliber.DroneProjectile |
| Damage tag | Meta.Damage.Explosive.Drone |
| BaseDamage | 120 |
| ExplosiveRadius | 1,000 |
| EffectiveExplosiveRadius | 500 |
| MinimumExplosiveDamage | 15 |
| ExplosiveDamageFallOff | 0.45 |
| ExplosiveBluntDamage | 100 |
| Impulse scale | 2,500 (Z 3,500) |
| BaseSuppression | 0.8 |
| MaxProjectileLifetime | 500 |
| ArmingDelay | 0.1 |
9b. Global damage tables (DT_GlobalDamage_VehicleData_*)
A WDDamageableEntityTableRow lists damage modification entries per source, target and hit location.
| Table | Family | Rows | Entries | Operations used |
|---|---|---|---|---|
| DT_GlobalDamage_VehicleData_ROT_02 | ROT_02 | 1 | 35 | Percentage_Ongoing 31, None 4 |
| DT_GlobalDamage_VehicleData_SPW_01 | SPW_01 | 1 | 32 | Percentage_Ongoing 27, None 5 |
| DT_GlobalDamage_VehicleData_STN_01 | STN_01 | 1 | 26 | Percentage_Ongoing 21, None 4, Add 1 |
| DT_GlobalDamage_VehicleData_TNK_01 | TNK_01 | 3 | 87 | Percentage_Ongoing 72, None 15 |
| DT_GlobalDamage_VehicleData_TNK_04 | TNK_04 | 1 | 30 | Percentage_Ongoing 25, None 5 |
| DT_GlobalDamage_VehicleData_WHL_01 | WHL_01 | 1 | 20 | Percentage_Ongoing 19, None 1 |
| DT_GlobalDamage_VehicleData_WHL_05 (and Minigun, RingTurret) | WHL_05 family | 1 each | 31 each | Percentage_Ongoing 28, None 3 |
| DT_GlobalDamage_VehicleData_WHL_06_DuneBuggy | WHL_06 | 1 | 30 | Percentage_Ongoing 27, None 3 |
| DT_GlobalDamage_VehicleData_WHL_07_Ural | WHL_07 | 1 | 30 | Percentage_Ongoing 27, None 3 |
| DT_GlobalDamage_VehicleData_WHL_08 (and RingTurret) | WHL_08 family | 1 each | 31 each | Percentage_Ongoing 28, None 3 |
| DT_GlobalDamage_SupplyCrate | SupplyCrates | 5 | 7 | Percentage_Ongoing 7 |
Each entry’s Amount and per-entry requirements are not summarized here (section 15).
10. Stationary Buildables
Six buildable emplacements, each a WDBuildableDataAsset with a WDVehicleBuildSpawner that spawns the stationary vehicle.
| Buildable | Family | EntityTag | Cost | MaxHealth | MaxStack | Damage tag | Spawner variant |
|---|---|---|---|---|---|---|---|
| DA_Buildable_MistralAA | STN_01 | Id.Buildable.MistralAA | 650 | 3,000 | 6 | none | Vehicle.Variant.Stationary.MistralAA |
| DA_Buildable_STN_02 | STN_02 | Id.Buildable.Phalanx | 1,200 | 5,000 | 6 | none | Vehicle.Variant.Stationary.Phalanx |
| DA_Buildable_STN_03 | STN_03 | Id.Buildable.Mortar | 600 | 3,000 | 6 | Meta.Damage.Vehicle.Stationary.Mortar | Vehicle.Variant.Stationary.Mortar |
| DA_Buildable_STN_04 | STN_04 | Id.Buildable.Loudspeaker | 200 | 1,000 | not set | none | Vehicle.Variant.Stationary.Loudspeaker |
| DA_Buildable_STN_05 | STN_05 | Id.Buildable.STN_05 | 650 | 3,000 | 6 | Meta.Damage.Vehicle.Stationary.STN_05 | Vehicle.Variant.Stationary.STN_05 |
| DA_Buildable_MGNest | STN_06 | Id.Buildable.MGNest | 650 | 3,000 | 5 | none | Vehicle.Variant.Stationary.MGNest |
Cost is the stored build cost. Buildable prices are not on a vendor table in this folder.
11. Supply Crates and Pallets (WDItemExtensionData_VehicleSupplyCrate)
| Item | Slots | StartingHealth | MaxHealth | Notes |
|---|---|---|---|---|
| ID_FreeSupplyCrate | 6 | 150 | 250 | Free crate (no market row) |
| ID_SmallSupplyCrate | 6 | 150 | 300 | Market: Small, 150 |
| ID_SmallSupplyCrate_Armoured | 6 | 300 | not set | Market: Small Armoured, 500 |
| ID_LargeSupplyCrate | 16 | 250 | not set | Market: Large, 300 |
| ID_LargeSupplyCrate_Armoured | 16 | 400 | 500 | Market: Large Armoured, 800 |
| Pallet BuildSupplies | 12 | 800 | 800 | bLockCrateOnPurchase True; market 400 |
| Pallet FuelSupplies | 12 | 800 | 800 | Market 400 |
| Pallet MunitionsSupplies | 12 | 800 | 800 | Market 400 |
| Pallet SparePartsSupplies | 12 | 800 | 800 | Market 400 |
Crate and pallet bases are BlueprintGeneratedClass objects. Crates use the WDItemExtension_VehicleSupplyCrate component. Faction materials are keyed by Meta.Alignment.Faction.*. Lock-on-purchase was checked only on the BuildSupplies pallet (True).
12. Physics and Movement Configs
12a. Wheeled characteristics (MWheeledVehicleCharacteristicsDataAsset)
| Family | Mass | CoM Z offset | DrivetrainFriction | HandBrakePower | ABS | ASR | ReverseBrakeSpeed | DownForce |
|---|---|---|---|---|---|---|---|---|
| WHL_01 Bobcat | 250 | -0.45 | 25.0 | 8.0 | n/a | n/a | n/a | 0.1 |
| WHL_02 Kodiak | 2,750 | -0.3 | 100 | 50 | 30 (min speed 35) | 55 | 6.0 | 5.0 |
| WHL_05 Humvee | 7,250 | -0.4 | 100 | 80 | 50 | 45 | 15.0 | 5.0 |
| WHL_06 Dune Buggy | 550 | -0.65 (X 0.35) | 10.0 | 50 | 25 | 18 | n/a | 0.5 |
| WHL_07 Ural | 10,000 | -0.3 (X -1.4) | 100 | 50 | 15 (min 35) | 45 | 30.0 | 5.0 |
| WHL_08 Wolf-110 | 3,200 | -0.4 | 100 | 80 | 40 (min speed 22) | 55 | 15.0 | 5.0 |
n/a means the field was not extracted, not that it is absent. Mass is as stored (Chaos units, probably kg). Several other wheeled fields are present but not tabled here (understeer and oversteer assists, friction, antiroll).
12b. Engine and transmission (MWheeledVehicleEngineTransmissionDataAsset)
| Family | Idle RPM | Limit RPM | Torque scale | Friction torque | Gear ratios | Final gear |
|---|---|---|---|---|---|---|
| WHL_01 | 1,200 | 7,000 | n/a | 15 | 4.2, 2.8, 1.9, 1.5, 1.3, 6.0 | 9.5 |
| WHL_02 | n/a | n/a | 0.6 | 75 | 6.0, 3.1, 2.45, 1.7, 1.3, 6.0 | 5.5 |
| WHL_05 | 700 | 4,000 | n/a | 75 | 3.6, 2.4, 1.7, 1.35, 1.12, 3.6 | 6.54 |
| WHL_06 | 800 | n/a | 0.35 | 75 | 4.8, 3.6, 2.7, 2.15, 1.98, 6.0 | 4.3 |
| WHL_07 | 650 | 2,600 (limiter 50) | 2.0 | n/a | 5.62, 2.89, 1.64, 1.25, 1.1, 3.25 | 7.32 |
Each has a torque curve (CRV_Torque*), a boost scale of 1.03 to 1.2, and a ChangeTime / ClutchTime.
12c. Rotary flight (BHRotaryFlightDataAsset)
| Family | MaxLiftCoeff | Rotor radius | Stall AoA (deg) | Translational lift % | Translational lift window (m/s) | Ground effect | Cyclic attenuation | Max angular velocity (deg/s) |
|---|---|---|---|---|---|---|---|---|
| ROT_02 Havoc | 1.8 | 600 | 40.0 | 20 | 24 to 34 | falloff 12 m | 0.45 | 83 |
| ROT_03 Littlebird | 1.25 | n/a | n/a | 16 | 20 to 28 | falloff 12 m | 0.6 | 83 |
| ROT_04 | 5.75 | 800 | n/a | 25 | 24 to 34 | strength 30%, falloff 12 m | 0.45 | 83 |
Rotor tuning on the engines: ROT_03 EngineRPMDecreaseRatePerSecond 850. ROT_04 MainRotorCriticalLowRPM 180 and MainRotorOperatingRPM 270. ROT_02 has an empty engine asset.
12d. Air drag (BHAirVehicleDragDataAsset)
| Asset | Family | Front area | Side area | Drag coefficient | Air density (sea level) |
|---|---|---|---|---|---|
| DA_ROT_02_Drag | ROT_02 | 4,000 | 7,000 | 0.0056 | 0.00125 |
| DA_ROT_03_DragDataAsset2000KGLight | ROT_03 | 1,000 | 5,000 | 0.0056 | 0.00125 |
| DA_ROT_03_RocketPods_DragDataAsset2000KGLight | ROT_03 RocketPods | 1,000 | 5,000 | 0.0056 | 0.00125 |
| DA_ROT_04_DragDataAsset | ROT_04 | 4,000 | 9,000 | 0.0056 | 0.00125 |
12e. Tracked configs (SPW_01, TNK_01)
Tracked vehicles use MTrackedVehicleConfigDataAsset with engine, suspension, wheel, dynamics and track data. The config carries VehicleFlipCheckThreshold (TNK_01 Artillery 150) and EntryOffsetTolerance (TNK_01 Artillery 1,000; SPW_01 400). Track wheel bone lists and tread meshes are set per family.
12f. Stationary configs
Stationary platforms use BHBaseVehicleConfigDataAsset (no physics). They carry gameplay system and camera assets, and bAllowCameraViewToggle is false on all four.
13. Other Features
| Feature | Contents | Notes |
|---|---|---|
| BobbleHeads (4 sub-features) | 8 ModularVehiclePart (bobblehead parts, Vehicle.Bobblehead tag), 8 MVF_SkeletalMesh, WDCosmeticData rows | Faction variants chosen by faction selectors: Lonestar, Valkyra, Manticore (Alpha, Bravo, Charlie); other sub-features: Warpup, HeavyHelmet, Grenade |
| Flares | BHInventoryItemDefinition (Id.Item.Flares), BHEntityData_UI, WDVendorData (750) | Anti-air countermeasure; “Deploys 3x bursts of flares” |
| VehicleSmoke | Id.Item.VehicleSmoke, DT_EntityData_Ext_VehicleSmoke, DT_VendorData_Ext_VehicleSmoke (750, level 1) | Countermeasure; “Sustained discharge trails around the vehicle” |
| Lockpicking | WDUIInteractionContextDataTableRow (action “LOCKPICK”, context “Vehicle”), WDMetaSkillEffectsTaggedTableRow (grants GE_GrantSkill_Lockpicking), WDGameFeatureActions_AddWorldInteractableContextToActor | Role: Recon |
| VehicleRewardZone | WDGameFeatureAction_AddWidgetElements (plus _Instance), GameFeatureAction_AddComponents, world partition | Reward values are not in this folder |
| FreeVehicleSpawner | GameFeatureAction_AddComponents | Component add only |
| VehicleUtility | GameFeatureAction_AddComponents | Component add only |
| VehicleLifetimeManager | GameFeatureData only | No content |
| DebugCockpit | WDGameFeatureAction_AddWidgetElements | Debug widget |
| Vehicle interaction contexts | 15 WDVehicleInteractionContextsData assets and 28 WDVehicleInteractionsDataAsset | Ordering for Enter.Driver and other seats; interaction tracker points; per-context overrides |
14. How Values Combine
- Buying a vehicle: the market row (section 3) gives the Price and the LevelToUnlock gate. The row’s stats asset (section 4) is the spec sheet shown to the player.
- Health: a vehicle’s total effective durability is the body pool plus its sub-part pools (section 5). Threshold triggers (section 6) fire at percentages of each pool’s max. Damage routing for hits is in the global damage tables (section 9b).
- Seats: the platform’s Seats fragment points at the seat asset.
MaxSeatsin the stats is the displayed capacity, which can differ from the seat setup count (section 7). - Weapons: a mount’s weapon data (8c) gives its extensions. Each extension gives reload timing, starting ammo and restock (8b). The stats asset (8a) gives fire rate and range.
- Buildables: the buildable’s MaxHealth matches its platform’s body pool (sections 5 and 10). Cost is the build price.
- Crates: the item extension (section 11) sets slots and HP. The garage market price is separate (section 3).
15. Still not pulled / Limitations
- Unnamed fields. Some fields have no readable name. Their meanings are unknown and were skipped (for example, several flags on health triggers and vendor variations).
- Units. Speed, fuel, FuelEconomy, muzzle speed, drag area and mass are not labelled in the export. Treat them as relative values until a reference confirms them. Only fields with a unit suffix (
_mps,_kmh,_deg,_m) have a known unit.- See
docs/CROSS_REFERENCE.mdfor the project-wide cross-reference index of where referenced assets are defined.
- See
- Semantics inferred from names.
LevelToUnlock(vendor),StartDelayTime/LoopLoadRoundTime(reload),RestockSuppliesNeeded, and the above/below effect split on health triggers are read from names only. - Health trigger effects. Round 39 tabled the parameters of every health-trigger effect (251 threshold rows, effect types and values) in Vehicle weapon rates, seats and damage effects section 4 and
assets/data/vehicle-health-effects.json. Still open: the class defaults behind effects that serialise no property (WDVehicleEngineEffectis empty exceptbIsDestroyed: falseat 55 percent) and the unit ofFuelLeakPerSecondValue. - Damage entries. Damage tables are counted by operation. Each entry’s
Amount, requirements and priority are not summarized. - Seat counts. ROT_03 and ROT_04 base seat assets were not pulled. Pickup’s extra 2 seats (6 stated vs 4 base) are unresolved.
- Wheel and surface curves. The 116
CurveFloatobjects, the per-surface audio and skid assets (DA_Vehicle_Surface_*,DA_Vehicle_Skidding_*,DA_Vehicle_BrakingSurface_*), and the wheel-levelMWheeledVehicleWheelDataAssetvalues (friction, suspension, brake torque, Values[0..2] meaning unconfirmed) are not tabled. - Control assist conditions. The rotary control assist bodies and conditions (
BH*RotaryMovementControlAssist*and related conditions, roughly 270 objects) are not decoded. - Audio and cues.
WDGameplayCueEffect(153),WDAudioData(88) and the Crosstalk audio event objects (about 130) are inventoried only. - Input and camera.
MWheeledVehicleInputDataAsset,MLandInputControlsDataAsset, and the spring arm and camera behaviour assets are not tabled. - Stationary stats. STN_01 to STN_05 have no stats asset, so their MaxSpeed, fuel and seat values are not available.
- Vendor stat widgets.
W_VehicleVendor_Stat_*widget objects (Seats, MaxSpeed, FuelCapacity, FuelEconomy, CounterMeasures, Weapons) are referenced by each stats asset but their display logic is not decoded. - Ural asset mapping.
Ural.Battlepoints atDA_WHL_07_Statsrather than the ArmouredBattle asset (section 3). Numbers are identical, so this is only a reference oddity. - Localization. Names come from string-table keys (
STRINGS_VehicleVendor_Stats,STRINGS_BuildTool,STRINGS_Bobblehead_Faction). Only the source strings are shown, not localized text in other languages.