Dynamic Weather Mod

by Xanamu
Dynamic Weather Mod

Summary

Living weather driven by the calendar. Set the date and get its climate: January greyout, July storms, October fog. Server-side, any scenario, nothing to place.

Description

DYNAMIC WEATHER
Server-side weather that changes continuously, and stays physically correct.

Arma Reforger gives you four weather states, each with one fixed set of values. This mod replaces those values two times each second, so rain, fog, wind speed and wind direction move all the time and agree with each other: rain waits for the cloud deck, wind leads the front, fog needs calm, clear, cold air.

It drives the sky through the transition queue of the engine, thus the vanilla upcoming-weather panel still works and shows what the mod planned.

It is server-authoritative and puts itself into each mission at the start of the game mode. No mission, prefab or scenario changes. No client download, no addon conflict.


FOR THE PLAYERS

- Five moods in a graph: Clear, Cloudy, Overcast, Rainy and Thunderstorm. The weather keeps a direction and does not oscillate. A front can skip a step, and a storm can break out of a clear afternoon.
- No two storms are equal. Each state gives a range, and the mod rolls the range again at each change.
- Wind that has gusts, a daily cycle and a correct direction. It backs when the weather becomes worse, and it veers when the weather clears.
- Fog from three sources: the haze of heavy rain, radiation fog at night, and sea fog, which forms in daylight and in a wind and which the sun does not clear. An autumn morning can start in steam fog.
- Snow. Below a wet bulb temperature of 0 C the rainy mood asks for a snow sky. Of the vanilla worlds only Kolgujev is cold enough.
- A METAR report in the chat at each new weather period: the wind, the visibility, the precipitation, the cloud, the temperature and the trend.
- Seasons. The date of the scenario controls the temperature and the fog. A November night makes fog frequently, a July night almost never.
- Lightning and a gale in a thunderstorm.


THE CLIMATE OF THE WORLD

The mod reads the latitude and the longitude that the loaded world publishes, and it selects the climate of that place. It ships five of them:

- subpolar-oceanic - Kolgujev only. A cold island: 0 to 12 C, frost, snow, a near-permanent strong wind, storms of Beaufort 11, and skies of its own.
- north-atlantic - Everon and Arland. Open ocean: 8 to 18 C all year, an overcast sky in each season, winter gales of Beaufort 10, sea fog in spring and summer.
- western-europe - 47.5 to 53.5 N, 0.5 to 8.5 E. The maritime plain from the Paris basin to the Rhine: 3.0 C in January, 18.6 C in July, rain in each season and winter fog.
- eastern-europe - 50 to 57.5 N, 21 to 36 E. The continental plain from eastern Poland to western Russia: -5.5 C in January, 19.5 C in July, a dry cold winter and heat cells in summer.
- continental-temperate - any other world. The mod as it was before climates existed.

No vanilla world is in a European box. A terrain that states its own coordinates there gets that climate with no change to this mod, and the climate key can also name one.

A climate decides the temperature, the sea, the dew point, the wind and how probable each mood is in each season. It never decides what a mood IS. The boot log states the climate, the coordinates that selected it, and each key with no effect there.


FOR THE GAME MASTERS

- Game Master, Weather, Automate is the on/off switch. Off releases the rain, the fog, the wind and the lightning in less than one second, and the weather panel then operates normally.
- On again continues from the sky that you left. It does not go back to your storm.
- A state that you select while the automation is on becomes the new start point.
- Move the date or the time of day, and the season, the temperature, the daylight and the fog follow.
- A change of the time acceleration is safe at all times.


FOR THE SERVER ADMINS

The mod writes $profile:DynamicWeather/config.json at the first boot. Each key is optional, a bad file never stops the mod, and a change needs a server restart.

- baseDurationMinutes - the real minutes between the weather changes. 1 to 240, default 40. The setting you change most.
- climate, climateMeanC, climateAmplitudeC, seasonDayOfYearOverride - the climate to build on ("auto" reads the coordinates of the world), the mean temperature and the swing that override it, and a pinned season day.
- temperatureOverrideEnabled, seasonalPatternsEnabled, metarEnabled, metarDelaySeconds, rainVisibleMin, rainTestIntensity, steamFogSeedChance - the switches for the temperature, the seasonal selection and the chat report, the report delay, the rain gate, a rain test aid, and the chance of steam fog.

NOTE: the engine clamps each weather step to 20 game-minutes, which is 5 real minutes at 4x. The mod prints the arithmetic for your world at the start and warns you if your configuration is not possible.


YOUR FEEDBACK MATTERS

--> Leave a like, if you think this mod rocks your game!
--> Visit our discord to discuss potential features: https://discord.gg/Cn9hAy2xj

License

Arma Public License (APL)

Rating
81%
Version
0.11.3
Game Version
1.8.0.13
Version size
262.99 KB
Downloads
6,385
Created
07.08.2026
Last Modified
05.09.2026
ID
6A0EE1A1D5261244