Source-checkedQuality of life & UI

Viewpoint True Ballistics

by Bluesky · for Project Zomboid

>> JOIN THE UNOFFICIAL VIEWPOINT MP DISCORD << Play Viewpoint in multiplayer, find people to play with, get server setup help and report bugs: https://discord.gg/S4dwm6cv2r Viewpoint True Ballistics…

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20d agoLast updated
Steam WorkshopSource

About Viewpoint True Ballistics

From Steam Workshop

>> JOIN THE UNOFFICIAL VIEWPOINT MP DISCORD << Play Viewpoint in multiplayer, find people to play with, get server setup help and report bugs: https://discord.gg/S4dwm6cv2r Viewpoint True Ballistics…

>> JOIN THE UNOFFICIAL VIEWPOINT MP DISCORD <<

Play Viewpoint in multiplayer, find people to play with, get server setup help and report bugs: https://discord.gg/S4dwm6cv2r

Viewpoint True Ballistics

Real projectiles for Project Viewpoint. When you aim in first or third person, every round is simulated. It leaves the muzzle, flies to where your crosshair is, takes time to arrive, drops, breaks glass, stops at walls and hits the body part it actually touches.

No more invisible target picking. If you aim at the car, you hit the car, not the zombie standing next to it.

Features

  • Real projectiles: rounds start at the gun's muzzle and fly to the point under your crosshair, in first and third person.
  • Travel time and bullet drop: rounds slow down and fall over distance. Hold over for long shots, or zero your sight.
  • Walls and cover: walls, closed doors, cars, trees and solid furniture stop rounds. Glass breaks and the round carries on. If your barrel is behind a corner, the corner takes the hit, even when your third-person camera can see past it.
  • Hit locations: the body part is decided by where the round touched the skeleton. Players are wounded on exactly that part (down to hands and feet), zombies take vanilla's head/torso/limb damage for it.
  • Penetration: rifle rounds with enough energy can pass through one body and hit the one behind it.
  • Shotguns: every pellet is its own projectile.
  • Skill still matters: your Aiming level, the gun's accuracy, moving, moodles (panic, stress, tired, drunk, pain) and weapon condition decide how tightly your rounds group.
  • Project Viewpoint ADS & Optics support: with the sights up, rounds follow the real sight line, including recoil kick. Each sight uses its own zero, and spread is tighter through the sights because ADS already simulates your hold.

What stays vanilla

Ammo, chambering, jams, reloads, sounds and noise, recoil, muzzle flash, Aiming XP, weapon condition, damage rolls, crits, armour and hit reactions. Modded guns work without patches: their ballistics come from their ammo type.

Latest update (1.3.0)

  • New add-on support for Project Viewpoint: Rip Them Apart (and any wound/gore/armour add-on): every round that hits a body now reports where it entered, where it left, how fast it was and how much energy it carried.
  • Severed limbs can be removed from the hitboxes by add-ons, so rounds pass where a missing arm used to be.
  • Nothing changes for you without such an add-on: same ballistics, same damage, same packets. Update the server too.

1.2.1

  • Shooting a player now wounds the body part you hit: head, neck, chest, belly, groin, arms, hands, thighs, shins and feet, left and right. Vanilla picked a random body part for every firearm hit on a player.
  • Update the server too: it applies the wound in multiplayer.

1.2.0

  • NPC support: NPC mods can now fire real True Ballistics rounds. Project A-Life NPCs work through the separate "Viewpoint True Ballistics - A-Life NPC Patch": same physics, cover and hit locations as players, and their tracers follow the real round.
  • Fixed: a finished tracer could stay on screen until the next shot.

1.1.3

  • Fixed: scoped shots flew over the target at normal ranges. Sight zeros (made for real bullet speeds) now follow the velocity setting, so rounds stay within a few cm of the reticle out to 75 m.
  • Aiming through ADS sights now adds only half the skill-based spread, since ADS already simulates sway and recoil.

1.1.2

  • Full multiplayer support: with ZombieBuddy on the server, rounds fly their full range and the server checks every hit.
  • Fixed: rounds were not simulated at all in earlier versions, and the server check never confirmed.
  • Console commands now work, and the log says when the patches are live and when the server confirms.

Requirements

Multiplayer server setup

The mod works in multiplayer without the server part, but then every hit stays inside the gun's vanilla range. For full range and server-side hit checks, the server must also run ZombieBuddy:

1. Copy ZombieBuddy to the server. From the ZombieBuddy mod's libs folder (workshop/content/108600/3619862853/mods/ZombieBuddy/libs/), copy the files into the server's main folder, the one that holds ProjectZomboid64.json:

  • Linux server: ZombieBuddy.jar
  • Windows server: ZombieBuddy.jar and zbNative.dll

2. Start the server with ZombieBuddy. Open ProjectZomboid64.json in the server's main folder and add one line at the top of the "vmArgs" list. Keep every other line. Linux:

"-javaagent:ZombieBuddy.jar=policy=allow-all",[/code]
Windows:
[code]"-agentlib:zbNative=policy=allow-all",

policy=allow-all is needed because a server has no screen to approve Java mods. It loads every Java mod in your mod list, so only run Java mods you trust. A game update or "verify files" can reset this file, so check it after updates.

3. Add the mods to the server settings.

WorkshopItems=3619862853;3809306528;3812864848
Mods=ZombieBuddy;Viewpoint;ViewpointTrueBallistics

Add them to your existing lists, separated by semicolons. Using ADS too? Add 3812612054 and ProjectViewpointADS.

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 20d ago.

Viewpoint True Ballistics on Nxeon

From our catalogue
One-click install
Supported on Nxeon Project Zomboid servers. We download it from Steam Workshop, place it, and restart the server.
Server load
light
Smallest plan we suggest
Project Zomboid — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-10-15, released 2026-10-15

Game versions by loader

LoaderGame versionsNewest
Workshop

From 6 recorded builds of Viewpoint True Ballistics.

Recent builds

BuildReleasedGame versionsLoaders
2026-10-152026-10-15n/aWorkshop
2026-10-122026-10-12n/aWorkshop
2026-10-082026-10-08n/aWorkshop
2026-10-072026-10-07n/aWorkshop
2026-10-052026-10-05n/aWorkshop
2026-10-042026-10-04n/aWorkshop

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run Viewpoint True Ballistics on a Project Zomboid server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “QoL”

Quality of life & UI

Small conveniences, tweaks and interface improvements players notice straight away.

Compatibility

Game
Project Zomboid

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
  • ✓AuthorBluesky, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Viewpoint True Ballistics, answered

Generated from the mod’s own source data.

Is it free?

Yes. Viewpoint True Ballistics is free to download from Steam Workshop.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Viewpoint True Ballistics on a Project Zomboid server.

Deploy in about a minute from $9.00 a month, then add Viewpoint True Ballistics in one click.