Armored Overhaul - Updates

  • Important Notice: Please review our guidelines regarding cheating, game balancing, and mods for Helldivers 2. Read the full notice here before downloading or uploading mods.

PC Armored Overhaul 3.5.2

Updates for Helldivers 2
  • Freelook gets its key first: the Mod Bindings Menu has 29 key slots shared by every mod. "Tank Turret: Freelook" now asks for its slot before the other Armored Overhaul keys, so it is no longer the one left out when the slots run short.
  • Fewer key slots: Gunner Drive's Steer Left, Steer Right, Shift Up and Shift Down are no longer in the Mod Bindings Menu. Steering and gears are always the game's own controls (A / D and Shift / CTRL, or the controller's). Armored Overhaul now takes 8 of the menu's slots (was 12). If you had set keys for them, A / D and Shift / CTRL work again. The menu frees the old slots for other mods after 30 game sessions.
  • Known issue: Freelook in multiplayer: the game keeps one setting for both tanks' main guns, so while you hold Freelook as the host, another player's turret may stop turning too. Tell me if you see it.
  • Updating: install it over 3.5.1, then Purge & Deploy and restart the game. Your options stay as they are. No Freelook key under ARMORED OVERHAUL in the controls (tab MODS)? Update the Mod Bindings Menu, and if it's still missing send ModBindingsMenu.log with the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs).
  • Freelook for the tank gunner: a new key in the controls (tab MODS, section ARMORED OVERHAUL), "Tank Turret: Freelook", needs CowboyBingus's Mod Bindings Menu. Look around while the gun stays where it points, left/right and up/down; let go and the turret turns to where you look. The trigger you pick for the key in the controls decides how it works: Hold = Freelook while you hold it, Press / Double tap / Long press = on, and off the next time. Works with any of the turret options (MBT Turrets, Traverse, Elevation, Gun Depression, Gun Raise) and needs the Vehicle Indicator or the Tank Gunner Camera on (they measure where the gun points).
  • Gunner camera zoom, faster: each mouse wheel notch moves the camera 1 m (was 0.5 m), and the crosshair zoom goes up one whole step a notch: x2, x3 ... x10 (was 1.25x steps). Both glide into place quicker. Also in the M-102 FRV's gunner seat, on the HMG and Anti-Tank Emplacements, and for the Zoom In / Zoom Out keys.
  • Aiming down a slope: pointing downhill, the gunner camera rises with the hill behind it, so the turret no longer blocks your view of the ground below the crosshair.
  • Aiming on slopes: with MBT Turrets, the gun's up/down range follows the slope under the turret, so turned back up a steep hill the gun still aims down the slope (and up it when the nose points down). It only ever widens, never holds the gun up or down. The gunner view looks down to 80 degrees below the hull with MBT Turrets.
  • Tank Collision Damage Boost: only runs while you drive a tank (the driver seat, or the gunner seat with Gunner Drive) and only for the tank you drive; nothing runs on foot. It now includes Tank Core (which tells it your seat). After a hit the higher demolition is kept 0.25 s (was 0.15). Much lighter: about 1 call into Windows a second (was 45).
  • Mod manager icon: shows the 3.5 art.
  • Corpse Cleanup and other mods: Tank Collision Damage Boost and Vehicle Loadout could stop with an error when another mod (such as Corpse Cleanup) loaded first and described a Windows memory call its own way. Every option now works whatever loads first.
  • Fix: Holding W with a key set for Forward in the Mod Bindings Menu no longer nudges the tank (the known issue from 3.5.0).
  • Fix: Gunner Drive switches off the engine it started when you drive the same tank again and get out.
  • Fix: The HMG and Anti-Tank Emplacement zoom works in the release build too (it worked only while someone was in a tank or FRV).
  • Fix: The Vehicle Indicator and Driver Panel skip the game font or skull for the rest of a session after one made the game close, and never draw into a screen that went away during a mission load. The indicator no longer redraws every frame while the turret points straight back.
  • Fix: The live handling options (Top Speed, Engine Torque, Grip, Stability, the gear changes) search the game after an update one at a time instead of all at once, and remember what they found for that game version. Turning one Off in the Mod Options Menu after an error now puts the game's own value back.
  • Fix: Tank Collision Damage Boost only writes to the game settings it set before, and waits for the settings to load when a patched game has more than one candidate.
  • Fix: Vehicle Loadout checks a vehicle's entry is still that vehicle's before putting it back.
  • Fix: The gunner camera's crosshair zoom is undone at once if following the turret fails.
  • Known issue: Freelook in multiplayer: the game keeps one setting for both tanks' main guns, so while you hold Freelook as the host, another player's turret may stop turning too. Tell me if you see it.
  • Updating: install it over 3.5.0, then Purge & Deploy. Your options stay as they are. For Freelook, set a key for "Tank Turret: Freelook" in the controls, tab MODS. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Tank Collision Damage Boost (new option, right after Tank Stability). The faster the Bastion and Maelstrom drive into things, the harder they hit: walls, fences and small buildings break when you ram them at speed instead of stopping the tank dead. The game gives a tank the demolition force of a car (25 when slow, up to 35); this option sets it from how fast the tank is really going: 30 when crawling, 35 at half speed (about 17 km/h), 40 from three-quarter speed (about 26 km/h) up, never more than 40, so it can't be used to cheese objectives that need more. A nudge still won't break a wall. One checkbox in the mod manager, plus an on/off switch in the Mod Options Menu (on by default). It changes every tank at once, the ones already out too, and turning it off puts the game's own back.
  • Two tanks, one setting: both tanks of the same kind share the game's setting, so with two Bastions out the faster one sets it. In multiplayer, Collision Damage Boost most likely only takes effect when you host.
  • Tank Turret Aim Range is split in two, so each side is set on its own. Tank Gun Depression: Low 6, Lower 10 or Lowest 15 degrees below level (the game: 3 below). Tank Gun Raise: High 30, Higher 45 or Highest 60 degrees above level (the game: 25 above), higher than the old Widest (45). The side you don't pick stays the game's own, for the gun and the gunner view.
  • Gunner view limits: the gunner view goes 20 degrees below the gun's lowest angle (with Depression) and 15 above its highest (with Raise), never above 60: on Highest the view stops at the gun's own top. Gun Depression and Gun Raise each have their own Mod Options Menu row (Off and the three steps, named by their angle) that reaches the tanks already out at once.
  • Tank MBT Turrets, reworked turret model: the turret is cut level just above the hull's roof line and its walls come straight down, rounded in at the bottom, ending a small gap above the deck with a recessed turret ring showing in the gap, like a real main battle tank turret. The old flared lip at the turret's base (which stuck out past the hull when the turret turned) is gone.
  • Closed all round: the turret has no holes or see-through spots, and the hull's own plating (with your camo) shows under it, including where the old turret sat when the turret is centered or turned. The front arms keep the game's own angle again (3.4.0 leaned them inward).
  • Working hatches: the turret's hatches open and close like the game's own (they were stuck shut on the turning turret) and go round with the turret. The gunner's door at the back of the turret swings up and out on its top edge, and no longer clips into the hull or leaves a hole when the turret turns or is centered.
  • Ways in follow the turret: the gunner gets in and out at the turret's door wherever the turret points; the passengers' places and the ways in go round with the turret too.
  • Hit areas follow the turret: the turret's hit areas (its five armor plates, its core, the side and rear boxes, radar and antenna; 14 in all) now turn and move with the turret, also with Tank Turret Position Centered and after a change in the Mod Options Menu. Before, a shot on a turned or centered turret could hit thin air or the hull underneath. MBT Turrets now includes the tanks' physics files for this; with Tank Suspension on too, its copy carries the same hit areas.
  • Option order: Tank Suspension now comes right after Tank MBT Turrets in the mod manager (both change the tanks' physics files; this way they work together).
  • Code review: hatches are tracked per tank (two tanks out with different hatches open no longer confuse each other), put back on every tank when the game closes, and found again after a game update renumbers the model's parts; less work a frame while the turret turns, and right after a tank is called in its turret's hit areas line up at once; the physics builder checks every shape it changes against the rules the game's own files follow.
  • Known issue: the tank's body (what you stand on and what the tank drives into) is still the game's own shape, whose top is the old turret's roof: with the turret centered or turned you can stand at roof height where the old turret was, in thin air. (The hit areas follow the turret; this is separate.)
  • Known issue: smoke from the gunner seat doesn't work in a tank another player called in yet.
  • Known issue: with a key set for Forward in the Mod Bindings Menu, holding W in the gunner seat may still nudge the tank a little. Please report it with your logs if you see it.
  • Known issue: Tank Suspension still needs the tank to be called in again after a change (it's in the tank's physics file); every other tank option changes mid-game.
  • Updating: install it over 3.4.0. Tank Turret Aim Range is gone: pick Tank Gun Depression and/or Tank Gun Raise instead (its 3.4.0 Mod Options Menu value doesn't carry over). Tick the new Tank Collision Damage Boost option if you want it. Tank Suspension moved below Tank MBT Turrets in the list (your pick stays). Check your other options are still as you had them (your mod manager may set them back to the first choice). Purge & Deploy. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Tank Top Speed (new option, first in the list). More engine speed and pulling power for the Bastion and Maelstrom: a higher top speed and quicker acceleration, forward and in reverse. Fast x1.1, Faster x1.15 or Fastest x1.3 (the game's tanks top out at about 35 km/h on the flat). It changes the tank you are in at once, in any seat. In the Mod Options Menu (Off, Fast, Faster or Fastest) a change reaches every tank the mod has changed at once, and Off puts the tank's own engine back.
  • Tank Throttle Response (new option). Quick, Quicker or Instant: the throttle and brake let go twice as fast, four times as fast or at once when you release the keys, and the pause when changing gear or between forward and reverse is half, a fifth or none. It changes the tanks at once and has a Mod Options Menu row.
  • Tank Stability (new option). Downforce: the tank is pressed down harder the faster it goes, weighing 1.5 times (Stable), twice (Steady) or three times (Planted) as much at 45 km/h, so it stays on the ground over crests, ramps and bumps instead of floating. The extra grows with the speed squared: about half of it at 32 km/h, little at walking pace. It pushes through the tank's center, so it doesn't lean the hull. It changes the tank you are in at once and has a Mod Options Menu row.
  • Zoom in the FRV gunner seat and on the HMG and Anti-Tank Emplacements (with Tank Gunner Camera). The mouse wheel (or the Zoom In / Zoom Out keys) moves the camera back when you're not aiming, and zooms on the crosshair up to x10 while aiming.
  • Tank Power is now Tank Engine Torque, and it changes the tank you are in at once (it used to change only tanks called in afterwards). Strong x1.2, Stronger x1.35, Strongest x1.5 (were x1.25, x1.5 and x2), so the tank doesn't turn into a racecar. With Tank Top Speed on too, their torque boosts multiply.
  • Tank Grip changes the tank you are in at once (it used to change only tanks called in afterwards). Moderate x1.2, Strong x1.35, Maximum x1.5 (were x1.25, x1.5 and x2).
  • No extra tipping: Tank Top Speed and Tank Engine Torque never tip the hull back more than the game's own: the extra pull is balanced out.
  • Tank Steering: its text now says it changes every tank at once (it always did).
  • Tank Suspension: the tanks keep their full steering angle up to a slightly higher speed (the game narrows the steering above a set speed), for tighter turns when driving fast, and the hull's turning is damped so a lean builds more slowly (Balanced light, Planted firmer): fewer rollovers in fast turns. Used by tanks called in after a change.
  • Tank Turret Traverse, Elevation and Aim Range now also change the tanks already out in the mission (not only tanks called in after), from the Mod Options Menu, at once. The gunner view's limits and look speed follow from the next time you sit in the gunner seat.
  • Tank Turret Aim Range: the gunner view goes 20 degrees below the gun's lowest angle and 15 above its highest (never above 60), so on slopes the camera no longer stops the barrel short of its range (reported by a player: facing downhill you couldn't aim below level).
  • Maelstrom laser designator (with MBT Turrets): aims down to 60 degrees below level and as high as the view, and is locked to its mount, so it always points where the turret faces.
  • Tank MBT Turrets models: the turret's front arms lean inward (no inward cut-away), the double deck hatch where the old turret sat is fixed, the turret ring is cut to 2 m round the turret's axis so it doesn't clip into the taller side of the hull, and the turret shadows follow the moved and turned turret.
  • Tank Gunner Camera, smoother: the camera circles the turret along your view instead of being turned with the turret a step at a time, so it stays smooth even at high traverse.
  • Tank Gunner Camera, farther presets, labeled by where the camera really ends up: Close about 1.5 m back, Far about 3.5 m, Farther about 5 m and Farthest about 6.5 m. Every distance sits 1.4 m above the turret (it used to rise with the distance), and the mouse wheel goes farther out in the tank.
  • Steady zoomed view: zoomed in on the crosshair, the view no longer shakes with the gun's recoil, and it keeps following the tank as it drives.
  • Code review: more of the game's own values are put back when the game closes; safer after a game update (values out of range are left alone, searches are cached, less work per frame); a few rare edge cases fixed (another camera mod fighting the camera, turret settings handed to another mod, records from an earlier mission).
  • Known issue: smoke from the gunner seat doesn't work in a tank another player called in yet.
  • Known issue: Tank Turret Position Centered moves the turret model and the gun; the tank's hit areas stay where the game has them.
  • Known issue: with a key set for Forward in the Mod Bindings Menu, holding W in the gunner seat may still nudge the tank a little. Please report it with your logs if you see it.
  • Known issue: Tank Suspension still needs the tank to be called in again after a change (it's in the tank's physics file); every other tank option changes mid-game.
  • Updating: install it over 3.3.0, then re-check your Tank Engine Torque and Tank Gunner Camera picks (Tank Power was renamed Tank Engine Torque, and the Gunner Camera choices were renamed). Engine Torque's and Grip's strongest choices are now x1.5 (were x2). Tick the new Tank Top Speed, Tank Throttle Response and Tank Stability options if you want them, and check your other options are still as you had them (your mod manager may set them back to the first choice). Purge & Deploy. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Vehicle Loadout (new option). Pick more than one tank, exosuit or FRV in your stratagem loadout: a Bastion and a Maelstrom, or two exosuits, in the same mission. Each keeps its own cooldown and uses. Works when you host and when you join; turn it off in the Mod Options Menu to get the game's limit back at once.
  • Tank Turret Position (Mod Options Menu, with Tank MBT Turrets). Centered moves the turret to the middle of the hull like a real main battle tank, so the gun reaches past the front deck and clips less when aimed low. The deck is plated where the turret used to sit. Original, the game's place, stays the default.
  • Your keys replace the built-in ones. A Gunner Drive control you set a key for in the Mod Bindings Menu no longer answers its built-in key, so the two can't fight. The controller's left stick still drives.
  • Fix: on a controller, the triggers in the gunner seat fire the guns and no longer move the tank.
  • Bingus Shared Loader v19 support: the Mod Options Menu and Mod Bindings Menu are linked as soon as the game starts, and the logs go to the loader's own log folder.
  • Small performance improvements.
  • Known issue: smoke from the gunner seat doesn't work in a tank another player called in yet.
  • Known issue: Tank Turret Position Centered moves the turret model and the gun; the tank's hit areas stay where the game has them.
  • Known issue: with a key set for Forward in the Mod Bindings Menu, holding W in the gunner seat may still nudge the tank a little. Please report it with your logs if you see it.
  • Updating: install it over 3.2.0, update Bingus Shared Loader to v19 or newer, and tick the new Vehicle Loadout option if you want it. Check your other options are still as you had them (your mod manager may set them back to the first choice). Purge & Deploy. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Scroll-wheel zoom for the gunner camera. In the gunner seat, the mouse wheel moves the camera closer or further back. Your Gunner Camera choice is where it starts each time you sit down. From the closest point, keep scrolling to zoom in on the crosshair, up to 10x; a small "x2.4" next to the crosshair shows the zoom for a moment. Leaving the seat puts the view back to normal.
  • Driver Panel is now its own option. Turn it on or off in the mod manager or the in-game Mod Options Menu. It shows only while you're the one driving from the gunner seat, and hides when another player is in control of the tank.
  • More key bindings (Mod Bindings Menu): Gunner Drive's Shift Up, Shift Down and Handbrake, and the gunner camera's Zoom In and Zoom Out (on a controller too), along with Forward, Back, Steer Left, Steer Right, Horn and Smoke. Your normal keys still work.
  • Fix: in someone else's tank, the smoke key no longer fires the wrong launcher or shows the wrong smoke count.
  • Known issue: smoke from the gunner seat doesn't work in a tank another player called in yet: the smoke key does nothing there for now.
  • Updating: install it over 3.1.1 and tick the new Driver Panel option to keep the driver panel, then check your other options are still as you had them (your mod manager may set them back to the first choice). Purge & Deploy. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Reinstalling or updating the mod while the game is running no longer doubles up your settings, such as turret speed or the gunner camera distance.
  • MBT Turrets: the turret speed boost now works at high frame rates and no longer swings past where you're aiming.
  • Gunner Drive is more reliable: it no longer cuts out randomly, the controls can't get stuck after you get out, and smoke keeps working after game updates.
  • If a game update breaks Gunner Drive, only Gunner Drive turns off, not the whole mod.
  • The driver panel and Vehicle Indicator handle odd game readings and controller hiccups better.
  • Tank grip, power and steering are more reliable after game updates.
  • Small performance improvements.
  • Updating: install it over 3.1.0, then check your options are still as you had them (your mod manager may set them back to the first choice). Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • MBT turrets rebuilt. The turrets are now the tanks' own armor, cut at the roof line and turned with the gun, instead of separate turret models. Camos and battle damage now show on the whole turret (before, the Maelstrom's turret armor and missile pods stayed plain), the Maelstrom's own missile pods and smoke launcher turn with it, the deck and the turret's underside are closed at every angle, and the Bastion's second gun and the Maelstrom's laser designator point wherever the main gun does.
  • MBT Turrets: new 180 degree choice. The turret turns 90 degrees each side of straight ahead, and the gunner view stops with it. All the way round (360) stays the default.
  • Tank Suspension fixed. 3.0.1's stiff springs made the tanks bounce, get shoved around by bug corpses and sometimes launch and flip, and they actually rode lower than the game. Now the springs are close to the game's, so the ride is calm, the tanks really sit 0.1 m higher, and the game's own roll handling is back. A lower center of gravity makes them hard to tip: Balanced sits as low as the base game, Planted lower still.
  • Faster turrets. Tank Turret Traverse is now Quick x1.5, Fast x2 and Very fast x3 (75 degrees a second). With MBT Turrets all the way round the turret really reaches those speeds, past the game's own limit of about 46 degrees a second, and a change in the Mod Options Menu applies at once. The gunner view now turns as fast as the turret.
  • Vehicle Indicator. In the driver's seat of any vehicle it sits in the same place as when you drive from the gunner seat.
  • FRV Stability retuned. More tire grip on every preset, and a new Stable tuning, now the default choice.
  • Clearer menu. The option texts say which settings apply to tanks called in after a change.
  • Known issue: the turret armor's hit areas stay with the hull, so with the turret turned a shot on the turret can damage the hull panel underneath instead.
  • Updating: install it over 3.0.1, then look over your options (your mod manager may set them back to the first choice). Pick Tank Turret Traverse again, since its speeds changed; FRV Stability now lists Stable first. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • Tank Suspension reworked. Balanced and Planted replace Firm and Heavy. In the game the tanks rest on their bump stops, so the road wheels never move; now each wheel rests part-way down a longer travel and follows the ground. The tanks no longer throw themselves sideways or tip over when one track unloads, and they ride a little higher.
  • Safer exits. Getting out of the gunner seat while you drive with Gunner Drive now brakes the vehicle to a stop, so a moving tank doesn't kill you and throw you away.
  • Your own keys. With CowboyBingus's Mod Bindings Menu you can bind Gunner Drive's forward, back, steering, horn and smoke (controls, tab MODS, section ARMORED OVERHAUL). The built-in keys keep working.
  • Downhill camera. The Far, Farther and Farthest gunner cameras follow the slope when you point downhill, so the hull no longer hides the ground ahead.
  • Fixes. The autoloader could leave the main gun unable to reload; the Maelstrom's smoke wasn't always found from the gunner seat; in multiplayer a teammate leaving the vehicle could restart your Gunner Drive engine; timings now hold at any frame rate; plus many smaller fixes.
  • Updating: install it over 3.0.0, then look over your options (your mod manager may set them back to the first choice). Tank Suspension's Firm and Heavy are now Balanced and Planted: pick one again. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.
  • New: Tank Autoloader. The Bastion's and Maelstrom's main gun reloads by itself when it runs dry, in the normal reload time. You can still reload by hand.
  • Gunner Drive in the FRV. Drive the M-102 FRV from its gunner seat too. Gunner Drive is now one option where you pick Tanks and FRV, Tanks or FRV, and the FRV gets a driver panel like its own.
  • Horn and controller. Press F to sound the horn while you drive from the gunner seat. On a controller the left stick drives (forward, back, steering, even turning on the spot), its click sounds the horn and the right stick click pops the Maelstrom's smoke.
  • Vehicle Indicator. The Turret indicator is now the Vehicle Indicator: it works in any seat of the Bastion, Maelstrom, M-102 FRV and M-103 Supply FRV, and on the FRVs each tire shows its own health and goes clear when it pops.
  • Mod Options Menu. With CowboyBingus's Mod Options Menu, the options you installed can be changed in game under MODS, ARMORED OVERHAUL.
  • Turret and FRV tuning. Tank Turret Aim Range has a new Wide choice (-6 to +30), and FRV Stability is retuned with more grip, weight, ground clearance and suspension travel.
  • Cleaner and lighter. Options are renamed and grouped ("Tank ..."), the settings files are gone, and every option does less work each frame.
Updating: install it over 2.0.1, then look over your options: some were renamed, and Gunner Drive and Tank Autoloader have new choices. The old ArmoredOverhaul-TurretIndicator.cfg and ArmoredOverhaul-DriverPanel.cfg are no longer used and can be deleted. Please attach the Armored Overhaul logs (in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs) to any bug report.