#Vehicle Handler/Core
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Vehicle Core Showcase
• Component-based vehicle damage
The system is built around parent and child components instead of only basic GTA engine/body health.
• Parent/child damage structure
Major systems act as parent components, with smaller real parts underneath them. Child component damage affects the condition and performance of the parent system.
• Example: Wheel Assembly
The Wheel Assembly is a parent component, with children like tyre, rim, wheel hub, wheel bearing, brake assembly, brake disc, brake pads, brake caliper, suspension, control arm, ball joint, shock absorber, and spring.
• Example: Engine System
The Engine System is made up of parts like pistons, rods, crankshaft, engine block, head gasket, oil pump, oil pan, spark plugs, fuel injectors, and more.
• Example: Cooling System
Cooling is handled through parts like radiator, coolant hoses, water pump, thermostat, fans, coolant level, and coolant temperature.
• Everyday wear and tear
Components can wear down from normal driving over time, including brake pads, tyres, suspension parts, engine components, and other serviceable parts.
• Off-road and harsh driving wear
Driving off-road, landing hard, heavy braking, burnouts, crashes, and aggressive driving cause much worse wear. Suspension, shocks, springs, control arms, ball joints, tyres, rims, and wheel hubs can all take extra damage depending on how the vehicle is used.
• Real failure behaviour
If child parts are badly damaged, the parent system starts failing too. Damaged cooling parts can cause overheating, damaged oil parts can cause pressure loss, and internal engine parts can wear down until the vehicle becomes unreliable or unusable.
• Brake overheating
Brakes can build heat from hard braking and repeated heavy use. Overheated brakes can lose performance, wear faster, and eventually damage brake parts like discs, pads, and calipers.
• Synced visual damage effects
Damage visuals are synced so nearby players can see what is happening, including oil leaks, coolant leaks, popped tyres, full wheel detachments, rim-only detachments, brake overheating visuals, and other damage-based effects.
• Upgradeable components
Components are being designed to support upgrades, meaning better parts can improve how a vehicle performs. Upgraded cooling can help control temperatures better, upgraded brakes pad or callipers can handle heat better and or increase brake handling, upgraded suspension can affect handling, upgraded tyres can improve grip/wear, and upgraded engine parts can change reliability and performance.
• Wheel and tyre failures
Tyres can pop, rims can be damaged, and full wheel assemblies can detach from hard crashes or heavy landings.
• Bare rim driving
Driving with a popped tyre damages the rim, hub, brakes, and suspension until the whole wheel assembly can fail.
• Missing wheel behaviour
If the wheel assembly is gone, that corner loses the tyre, rim, hub, and brake hardware, leaving only suspension-side damage.
• Fluids and leaks
Oil and coolant leaks are based on actual damaged components like oil pans, oil lines, radiators, and coolant hoses. Small leaks drip slowly, while heavy leaks are more obvious and visible to other players.
• Performance focused
Built using timed simulation ticks, event-based crash/landing damage, synced state-based visuals, and no unnecessary per-frame spam to avoid unnecessary resmon usage.
Still in development, but the Vehicle Core is already becoming a much deeper and more realistic vehicle damage core for FiveM/Qbox.
How much compute does all that actually use though surely there is a point where its too many calculations to be optimised
wont be light light
currently getting around 0.06 when driving some little spikes to around 0.08 when calculating damages, and 0.01 while im around vehicles sits light outside of vehicles, just a fun project really if its optimized enough by the end of it to run it with pop then yay else o well
could very well be too ambitious
You’ve already done a good job so far 🫡