CSU Wind Without Bullet Drift

by CSU Ops

Contributors

CSU Ops

CSU Wind Without Bullet Drift

Summary

Keep all wind effects, except the need to compensate for it when shooting.

Description

I have several mods in the works, and when testing I turn off the wind so certain tests finish faster. However, I missed the general effects: the sound, the trees swaying, smoke and flares drifting, and so on. So I made this to keep all of those environmental effects while still disabling wind drift on projectiles.

What it changes

- Rounds stop responding to wind. Wind still blows, it just no longer pushes a projectile off its line or changes how far it flies.
- Everything else about ballistics is untouched. Muzzle velocity, drag, drop, penetration and damage are stock.
- Covers 140 base game projectile types: bullets, shells, rockets, missiles and grenades.
- Illumination flares still drift under the canopy, and smoke clouds still blow, because those are effects rather than trajectories.
- The mortar range card's two wind columns read zero, instead of telling a gunner to correct for drift that will not happen. Range, elevation, time of flight, peak altitude and impact angle are untouched.

AI

- AI never compensated for wind. Its aim comes from ballistic tables that account for drop and lead only, with no wind term at all, so in windy weather AI rounds drifted just as yours did and the AI had no way to correct for it. If you would rather keep wind and have the AI have to compensate their aim for it, use CSU AI Aim Wind Compensation instead. The two do opposite things and should not be run together.
- Removing wind therefore removes a source of error the AI could never account for. In windy conditions AI fire is a little more consistent than it was, and matches what its own aim solution predicted.
- Players and AI are affected identically, so neither side gains an advantage over the other.
- AI mortar and artillery crews use the same tables, so the same applies to them.

Ammunition from other weapon mods

- The built in list covers base game ammunition only.
- If you run a weapon mod, its rounds still respond to wind normally until you add them. They are not partly covered or silently missed, they simply behave as they do without this mod.
- Adding them is a list of prefab paths in a settings file, documented in the readme. Run once with verbose turned on and the log names everything that was and was not covered.

Compatibility

- The world's wind is never modified. No override, no forcing, nothing held down on a timer. Weather runs stock and the Game Master wind controls work normally, so it cannot fight weather mods, server settings, or a Game Master setting wind by hand.
- No replacement prefabs are shipped, so it cannot conflict at the file level with weapon or ammo mods.
- It modifies one game class, and Enfusion chains those rather than replacing them, so other mods touching the same class still work.
- Base game only, no dependencies.

Load and runtime

- The change is applied to each projectile type when it first loads, and holds for the rest of the session. Turning the mod off, or adding ammunition to the settings, takes effect at the next world load rather than immediately.
- It runs once at world load and never again. No per frame work and no timers, so there is no runtime cost.
- The load pass takes under a millisecond and does not show up in the profiler.

Multiplayer

- No replication, no RPCs, no network traffic.
- Load it on the server and on clients. The server simulates the round that decides the hit and each client simulates the one it draws, so both need to match.

License

Arma Public License (APL)

Version
1.0.6
Game Version
1.8.0.13
Version size
1.07 MB
Downloads
5
Created
10.09.2026
Last Modified
20.09.2026
ID
2201D889B2351CE1