#Project Summer Car Preview!
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Looks interesting! Any chance we'll get to install performance parts to improve performance?
absolutely
though most performance improvements will require installing my car physics mod as well π
Excellent. I've always wanted a mod that lets you install superchargers, NOX, all-terrain tires and suspension, etc.
(Since the vanilla game doesn't support mods improving HP for example, due to a bug.. that iv already reported)
Different suspensions could be done at some point, there actually is adjustable suspension parameters that can be adjusted in realtime. Sadly per-tire friction is... broken. Due to another bug iv already reported.
the vanilla game has different friction tires. And they lose friction as they lose condition. Code exists to gather all this info and hand it off to bullet(?) or their C++ wrapper of bullet.. and then it is promptly ignored.
Guess the framework for it exists but the actual code to make it work hasn't been implemented yet
In the case of mods/engine quality not adjusting HP (in forward at least.. it works in reverse) is because on the line right after it gets current engine HP, it overwrites it.. with the default HP of the vehicle.
(my car physics mod fixes that at least, btw)
So I suspect its another case where it technically exists but for whatever reason it was disabled at the very end of the code for..reasons (most likely they didn't like how beat up POS cars drove)
But they should have just adjusted tires to have a more reasonable friction range -_-;
Currently very low condition tires have like, 1/4 new friction. It should be more like 1/2
I refuse to comment on other people's code. That way madness lies.
And then maybe make old tires have less friction then they do new.
I have actually somewhat reimplimented tire friction, at least for acceleration purposes.
Right now im working on fluid transfer, and then I can start simulating the new parts effects.
I'm still just trying to set up a dev environment better than changing lua scripts, loading the game and seeing what happens :/
Success! Fluids can now be added/removed from the radiator/oil pan.
Neat. I may be able to make 'oil quality' be something you figure out by looking at the color of the fluid.
Finally someone decided to make improved mechanics mod. Thank you and good luck π€π»
if this mod acualy gets finished and works well, this gonna be a top 3 mod for me. *i love my car modifications *
The 5 "critical" engine components (Cylinder head, pistons, crankcase, flywheel, sparkplugs) now stop the engine if any are missing or damaged below 10% (And they also change the vanilla engine condition automatically to the lowest condition of the 5)
@lavish juniper @verbal burrow Thanks for the encouragement!
Lets see, Basic 'shutoff' functionality is done. I guess next is the 'softer' failures like engine tempature/radiator and oil
Interestingly enough, there is code for overheating the engine to damage it, from lack of hood... But of course, with no temp gauge, its hard to tell if that ever happened.
This is such an amazing idea, really interested to see how it turns out
Head gasket failure will be fun: Your oil and coolant will mix. Not good for either π
Hope you notice before you drive too far... Shame I can't add particle effects...
.. Current temperature code is meh and just increases engine temp to a fixed limit based on hood condition.. lol
I can see no evidence overheating exists atm either (despite a comment saying it does)
Do you plan adding feature of worn engines burning oil?
Didn't think of it, But now that you mention it thats a good idea. Not skilled enough to fix it? Just pour more oil in! its finneee... sorta.
Yeah you could make it like if pistons or cylinder head worn out, for example less then 60% condition amount of oil should get lower
This looks great. Very detailed and amazing for further immersion and realism. Do you think this would be compatible with the KI5 vehicles?
Spark plugs condition could affect on how engine starts
very, I love his mods and am using them while testing/developing. I think the screenshot above is one of his actually.
Yea, I was thinking pistons, cylinder head, crankcase or oil pan = oil loss.
maybe crankshaft too (if we assume that covers main seals?)
Now have a proper engine thermostat/heating simulation, complete with ambient temp dependent cooling.
(and hood/radiator condition/coolant level)
Awesome, I'll be looking forward to pick it up and play with it when it comes out. Seems like the sort of mod that could be big.
Would it come with sandbox setting options to adjust values or mod specific loot, ect?
Check out my other mod beefcake food overhaul while you wait π https://steamcommunity.com/sharedfiles/filedetails/?id=3543815008
Yep!
I know not everyone wants the full 'experience', or to have cars spawn with broken parts, so that will all be configurable eventually.
(while others want the 10 year later experience where your lucky to find 1 good part on a car)
I think I've subscribed to that one already, but haven't used it yet, probably activate it on my next run and try it out.
That's awesome, thanks for answering my questions.
Nice. It works mid-run btw. Im even working on a mod to 'respawn' loot in a container so you can update all your food to the new stats.
No problem π thanks for showing interest.
Btw what gonna happen in game if anything but motor oil would be added to the engine?π
It will degrade the engine oils 'quality' :0
Iv actually added support for adding (some) misc fluids to oil/radiator.
And if oil bad = all engine parts quality get worse because of it?
yep
Haha yeah sudden engine seizure on a vehicle that you just found would be hella funny π
Also new way to troll or mess with people in MP when it comes out since you could sabotage vehicles by putting milk or soda or something in the engine or gas tank.
yeep.
I tried making the motor oil based purely on color, and while its doable.. as you can see there is very little difference between a 50/50 mix of used/fresh oil and fresh oil, due to how color mixing works
Also pictured is the new temp gauge I made.
any plans to add compat with damnlibrary and ki5 vehicles?
@plucky anchor He mentions it here.
β
Don't know what that means, but happy to clear it up.
Todays features added: Radiators and coolant levels matter to cooling (They multiply each other), and good hood condition provides a bonus to cooling (50% at no hood, 100% at >50% condition hood)
Overheating damages pistons/cylinder head/headgasket
Oil matters: Low oil levels (below 30% of fresh engine oil) cause damage to pistons/crank/cylinder head.
Oil filter condition helps reduce how fast oil turns into used engine oil. (Driving without one.. Will result in total loss of engine oil in a few seconds)
Piston/cylinder head/crankshaft condition sets how fast you contaminate and burn oil
Low headgasket condition causes oil/coolant loss and for the two fluids to mix.
Oh god, I just tied HP to engine part condition. Now when you get a junker it can hardly move, and you start getting slower and slower as the parts quickly degrade from overheating/lack of oil
Yo what this is awesome
I know that old cars had gauges like temp, oil pressure, volts, etc. but to make it more vanilla I think a light on a dashboard would be enough
I've kinda wanted advanced mechanics for a bit
Thanks
there WAS a mod that changed the dash but it broke and doesnt work anymore
Problem is by time its overheating your taking damage
you really want to refill/fix the rad before that
or slow down/stop hitting the accelerator so hard
heh... car explodes from lack of oil would be funny
(heating is based on throttle amount, cooling is based on hood condition, radiator condition and how full your radiator is)
It more or less does seize up in a minute or two without oil. Also starting the car with no oil filter will dump the oil in about 10 seconds
Still have to add an oil idiot light
(Not that the idiot light can detect your oil needing changing.. or your oil mixing with water from a blown headgasket)
Im very likely to change more of the dash, I really hate the tacho starting at 1K and it really should change depending on the vehicle max RPM
so it'd vary from car to car?
That'd work with vanilla but modded may be a hassle
since there's so many modded cars
Yeah vanilla dash is pretty basic and needs some work to be done π₯²
Cars already have the heavyduty/standard/performance ID, and there is some kinda 'RPM type' ID as well
Its less 'per car' and more 'per car type'
Like a 5k tacho, 7k tacho and 8k tacho for the 3 types
done, all tachos now go all the way to the redline
AS NATURE INTENDED.
Now with working transmission swaps that result in different gear ratios and number of gears.
Considering naming the mod: Project Summer car. Thoughts?
π₯
Does this mean it introduces a manual transmission mechanic or are all the cars still effectively automatic transmission?
Its still automatic, BUT they are semi-intelligent 1990's automatics, if you tap the throttle instead of holding it down, they upshift and keep the rpms low. If you slam the gas, they downshift for you.
they also automatically downshift if you load them down too much towing (unlike vanilla that just lets you slow to 0mph)
Awesome.
Maybe something more bad ass you know π
Fix it or Die
Black Moonsβ Full Throttle Repairs
(if you want to put your name in the mod name)
Dead Road Repairs
Under the Hood: Apocalypse Now
this mod looks really cool, do you think you can add a mechanic for sabotaging cars like putting glass into the fuel tank or other items? once again really cool mod and might actually make me mess with mechanics way more
You can already add other fluids to the oil pan and its rather hard to tell
My Summer Car is a car repair sim game, which is what he is referencing.
Just added burnout (With spinning rear wheels!) and better screeching tire noises.
Tire condition now matters for acceleration
Nice.
What should I call the car physics part of the mod? They don't 100% need each other so I'll likely keep them somewhat seperate.
Just car physics?
kinda boring name -_-;
'Realistic Car Physics' maybe...
Car Engine Overhual ?
Car Engine Uhual
My Project Car
or My Summer Project
My project car isn't half bad.
Phase 1 is pretty much done
(all major engine parts)
All implimented.
Now onto phase 2: The accessories.
So far, I am considering: Torque converter, Alternator, Starter, Water pump, Fan belt, Power steering pump, Brake booster, Air conditioner, heater core, turbo/super charger, horn
Nice. Is it having any performance impact when it's running?
Also would there be like levels of detail, like a simple version of the mod , and ultra detailed version or something?
90%+ of the code only executes once per second, and its really only a few simple math ops, so shouldn't have any performance impact
Iv considered it, but I feel it might be a bit much work to start having levels to the simulation. I'll have to see if there is demand for the feature.
I understand since that could be quite a challenge and work and you've already got enough on your plate. It's got my vote but I suppose you could run a poll or just see what the feedback is like to determine or even just find it's not worth the time to break it into detail levels.
The other big question would be what parts make the cut and what don't -_-
I think instead, I'll add 'difficulty' levels to the simulation. Iv already got % missing parts during spawn, and % variance chance, I'll likely have things like "need mechanics to see condition of installed parts" and "need to remove <X> to see <Y>" options
Like, you can't see piston condition without removing the cylinder head first. or crank condition without removing the oilpan
along with 'wear' rate options
so if your not a huge fan of the complexity, you can just turn wear off and turn all the part % visibility on. See bad part? replace it. simple.
Yeah I'm just thinking of some situations where I'd like to get the full blast version of this mod but might be overwhelming for people if it's included in a MP server where there's 10 people running around. But it still all sounds awesome to me.
Well part of the concept was some people should be overwhelmed and you should seek your servers mechanic for parts/services π
Vanilla is so simple (and so many parts are cosmetic if above 0% condition) its kinda pointless to be a dedicated mechanic
Hell, so many cars run its nearly pointless to be a mechanic, can just grab a new >50% condition everything car, even with car condition set to lowest in sandbox options
And I always hated having to basically scrap 10 cars engines to repair 1 car
(engine parts)
10 cars that where prob about as good or better then the car your 'fixing'
Imagine just going to your mechanic on a server and being like "I dunno it keeps overheating, fix it tony!"
Iv always wanted to just run like, a car junkyard in zomboid. Clear out one of the existing junkyards with a wrench and torch, collect all the good parts and start filling it with cars to scrap other parts from
start selling off scrap metal
That does make a lot of sense.
Can I drink the transmission water 
Pour cows milk into the radiator
Is this mod on the workshop yet? I'd love to try it out
Transmission doesn't have fluid (yet), but it wouldn't be water. You can drink the radiator water ATM as there isn't any antifreeze yet (unless you've blown a headgasket, then it would be mixed with oil)
Actually allowed atm, it doesn't check for fluid type atm, I'll likely allow just about any fluid to be used for coolant, but non water/antifreeze (and a few others) will damage it
Not yet, Getting close though.
Cant wait
should do an @ here when its done so anyone interested gets a ping
that one of yours too?
Yes, its a java file replacement mod that totally overhauls how cars drive
and supports the swapable transmissions/torque converters/etc of this π
oooh
Also might change how cars start.
cant wait, all of this sounds really good to me
always loved playing mechanic
a more indepth medical and mechanical system have always been a want of mine
Iv already made it so you can press and hold the key to start the engine, and it properly rotates 45 degrees for 'run' and 90 for 'start'
I might look into fully overriding the start system, so you actually have to hold the key and it will just keep trying to start till you release it (or you melt the battery/starter)
with good condition engines starting likely even faster then vanilla.. And poor condition engines? Good luck with that.
Yea, Im hoping to make it actually worthwhile to be a mechanic, especially in B42 MP
"Cars overheating, can you fix it?"
"Can you give it more power?"
"im slipping all over the road here.."
All things that don't even exist in vanilla.. the tire friction doesn't even work in vanilla, and for some reason a level 10 mechanic can install a worn old tire to have more friction then a level 0 mechanic can install a brand new performance tire.
Awesome. Take your time but yeah this sounds like an amazing mod.
Air conditioner, heater core, power steering pump and brake booster now work
Prob should make it spawn most cars without air conditioners installed π
When do you plan to release it ? its looking really nice
Soon(tm), need to make title images mainly and polish it up a little, then likely duplicate all the parts for the 3 car types.
Will it be compatible with existing saves?
There would be 3d models of vehicle parts?
I can't model, so only if someone wants to help with the project
Yep!
For performance part names, what do you guys prefer?
Cylinder head (Street)
Cylinder head (Sport)
Cylinder head (Race)
Or
Cylinder head
Cylinder head (Stage 1)
Cylinder head (Stage 2)
Cylinder head (Stage 3)
By the 90s didn't most cars have ACs by then?
Depends on the area. I know I never had a car with one growing up, but then I live further north. Wouldn't buy a vehicle without it now though..
Yeah, I guess it's make model and year dependent but I think most cars coming out by the 90s were having it as standard. Looking it up, by 1970 over 50% had AC, so I'd guess by the 80s and 90s it'd be the majority of cars being made.
Hu. weird.
I think that'd be easier to digest and understand the differences for most.
Might depend on where you live too since this applies to the US. Other places in the world were slower to adopt AC.
absolutely loving how this is coming along, soon as this drops im making a new save π―
make cars in trailer parks and work vehicles mostly spawn without conditioners
oh and the cars that spawn at Nolan's too since it's a used car lot
unless if you can't do that
I'm just not sure by 1992 even used cars would be without AC for the most part. I think by that time most like >90% had AC.
Can't really adjust by location
Cylinder head (Street)
Cylinder head (Sport)
Cylinder head (Race) Wins. But do we want the (street) suffix? or drop it so regular cars don't have a parts list full of suffixes if they arnt upgrade parts? ie this ^ or
Cylinder head
Cylinder head (Sport)
Cylinder head (Race)
this ^
Damn, Gonna need a new one of those!
Well people would sell their ACless cars for cars with AC
True, but I still think even among used cars in 1993 most would have AC in the US.
k not randomizing AC then..
will survivor vehicles come with a higher chance of upgraded parts and still have above 50-60% on all new parts?
Currently it bases engine parts off body part condition, so survivor cars automatically get good engine parts. I'll likely use survivor cars as the main source of upgraded parts
You can also set chance of missing engine parts seperately for normal cars and survivor cars
ill probably set survivor cars to slightly lower chance to spawn but with 100% parts installed and have normal cars be missing quite a few things
would mean either find a survivor vehicle and roll with it, or piece together a different car piece by piece
definitely loving the idea of this mod
cars are my favorite part of pz and this has gotta be one of the best vehicle mods ever for zomboid
Thanks π
survivor vehicles are pretty common even on low spawn rates, Id consider making them still have a few missing parts so you gotta find some POS part to use and roll with that, hunt for better
Alternator is labeled as "accessory" but it's basically required if you don't have a thousand batteries
Accessories in engine terms basically mean things driven off the fan belt
I decided to include the brake booster and heater core just because they fit better there then elsewhere.
You'll note the water pump is also listed there
is there still an expected time it could release?
Welp, I finally got permission I needed from a cool automotive mod maker (Filibuster), and finished my 'stop the camera from moving' hack I needed for a title image for the physics overhaul...
And we're now getting 3d models for the engine parts.
you found someone who wanted to 3d model the parts? thats awesome
will they be visual on the car itself or just on the floor to identify whats what
nevermind, didnt look close enough here
that is really beautiful to see, real engine parts
both of you are doing gods work π
More cool 3d parts is in progress π€
Nice work!
It's awesome to see this thing developing and everyone getting hyped over it.
Project Summer Car Preview!
@here First part of the realistic mechanics mod, now known as Project Summer car is now out! Take Realistic Car Physics out for a spin!
When I go to copy the folder over, should I expect 8 file replacements?
I think its about 6 and 2 new files
I'll give it a go, just wanted to check.
I guess if something happens I can just follow uninstall steps and try again.
yep
Looking forward to your feedback!
Just wow. Me, and many people suggested something like that to devs in a different moments of time. Car parts system in PZ is really too simple for this game
definitely too simple and also not a good system, gotta turn multiple engines of fine cars all the way to 0 just to repair one car up a little
Proper zomboid moment:
Yep, and then have to wreck 20 cars if you wanna repair any one of those cars you just wrecked
Me when I disassemble my PC to install CPU, and now I can't assemble it back
(I'm hilariously bad at assembling anything, including half ready furniture)
@safe rover How goes testing? π
Haven't gotten to it yet. Went to make something to eat first.
Ah, thats what iv been doing too lol.
Game crashed when I tried to get in the car. Not sure what happened.
did you enable the mod as well?
Hmmm, that doesn't crash for me.. trying it without project summer car.
try validating your files and reinstalling it?
(did you ever install better vehicle physics?)
I did. I tried it on my modded week one save. yeah, I'll try doing that.
ahh I got it to crash nm
one min
apparently I added a dependency on my project summer car mod by accident.
So it might be some mod conflict, it happened as soon as I tried to step into my car, the game freezes up.
nah I reproduced it
my problem is my tester always used my other mod too -_-
gimme like 15 mins
@safe rover do you want a test version or should I just update the mod?
I'll just let you update it, no problem.
When you do it should just be automatic, or would I have to unsub and resub?
updated
You'll have to do the manual install again
No problem. I'll do it when I get back to Zomboid, I'm going to play some Metal Gear for a bit. Thanks for the update.
np thanks for reporting back π
hows it running now?
So far so good. No crashes or performance stuff. The cars I have tried definetly feel different with the physics on.
No, I saw the sandbox options as like manipulating torque and traction multipliers and the like and since I wasn't sure how the behavior would be I figured I'd just try them on their default settings and see how it feels out of the box.
Cool. They do apply immediately without reloading your save if you ever wanna mess with them π
Mainly they are for balancing the physics vs how you'd like them to act (faster/slower then vanilla)
And how low condition tires you want to be usable
(right now, tire condition only affects acceleration.. because PZ devs ignore tire friction settings at some point in the C++ code)
Maybe, I want to give it some time to see how I feel about them as they are before messing too much with them, and just get a feel for default vs vanilla vehicle stuff.
Pretty awesome so far though to have it feel so immediately different. They do feel a lot more responsive and powerful than vanilla to me.
Thanks for the feedback. Did you ever try better vehicle physics?
And yea, thats why I added the torque scaler, so people could scale them back down to vanilla (or even lower) if they wanted.
I'll prob try to drop the 'default' setting internally so 1.0 is about vanilla
I think so, it's been a while and it might've gotten buried a little under other mods or I'd played with it so long it kinda became like the default.
Ah. Im wondering how they compare since some people are asking, but im trying not to play his mod for fear of borrowing too many ideas π
Maybe it'll be a collaborative effort. Like in the future for b42 stable you'll join forces and we get the Unified Realistic Car Physics. So far by comparison I think for any physics mod, yours has the most punch right out the gate. Like it feels especially when first getting going with a vehicle there's a very strong sense of acceleration.
Yea, that'll be the torque converter helping out π
With Project summer car, there is even different stall torque converters to pick from
(how many RPM's your engine hits before the torque converter engages. The bigger the difference between torque converter RPM and wheel rpm, the more the torque is multiplied)
Course, having to hit a higher RPM before moving also makes the car less responsive initially and a little harder to drive π
Dunno. One of the biggest differences is I refused to touch BaseVehicle and other classes
Maybe when Leaf becomes a thing, I'll change that stance since I won't have to overwrite all of BaseVehicle to make a tiny change
(Well, More of a thing everyone has)
It is gonna take them awhile to fix it
To say the least
What's your opinion on Java modding?
Q/A at least acknowledged the report!
Interesting, but good luck getting people to install your mod
Java is unsafe language just as C#, after all
Less that, more its just an extra step that most people don't want to do
Would be nice if devs thought about official Java modding, but they're probably afraid of mods with hidden malicious code
Or just don't give a fuck about modders π
Yea... Still trying to get more people to test my mod and leave feedback on the steam page.
inventory icons for all parts are done

Nice work!
What's wrong?
Yea man wym
Woohoo. Made it to the front page of the workshop π
Another feature of the mod may be a redesigned dashboard. We have developed a concept of how it will look
Some turbo stuff
This will conflict with quite a few mods
Prob have an option for what dash you wanna use
Like what
I was thinking other mods that alter the dashboard like the TPMS mod.
I feel like tire pressure is the least of your worries with my mod lol, but yea
Speedometer should stay the same
At least like rounded.
Yea that would be the ahem 1960's retro dash... we'd be giving you other options as well π
Currently working on making rain/snow/offroading affect your traction (when accelerating)
Remember all those mod vehicles that went too fast or too slow? Now you can fix them.. in sandbox settings!
Awesome.
Does this track vehicle type?
The top 3 settings are for vehicle type, the bottom let you adjust indivual vehicles by name
the mod of the engine will implemented in " Car Physics"?
or is gonna be aself standing mod?
no more wires sticking out of the keyhole. Hotwire like a boss, two states of a hotwired ignition lock, engine shut of, and engine running when wires connected
Iβll activate and do the step once I begin a new run, it may say the mod is compatible with ongoing save games but I donβt want to test that tbh, especially 2 months in
Nice, iv figured out how to make towed vehicles turn off their parking brake if you hotwire them/put the key in. Also managed to figure out how to make the back wheels of the towed vehicle visually lock up if you tow them with the parking brake on
is this part of the mechanics mod or physics mod?
Physics
Current version of the physics mod just turns the brakes off, but iv decided to spice it up a little (and leave a sandbox option if you'd just like them always off!)
Got the towed vehicle making skidding noises too now
I actually like this mod a lot and I wish this mod added more stuff
I think you'll find it adds enough π Especially once I get around to complicating the mechanics side of it a bit more.
What's the sandbox loot variable for these items when they come out? I'd assume they'd be under the mechanics category if I wanted to bump up their loot via custom sandbox options to make them spawn often?
Yea, might add my own sandbox option too for them.
just curious, maybe you could try to make the dashboard dependant on the type of car?
not sure its possible
Yes, we have plans to make custom designs for different dashes - regular dash, sport dash, and heavy duty. Iβve made this dash design for heavy duty vehicles yesterday.
Hell yeah
Sneak peak of a WIP
Hey, weird question, but do you have a list of all your mods anywhere?
@tall tusk Suggestions welcome? What about the more intricate parts of engine/frame components like the belt or bulkhead?
Already have a fanbelt, what do you mean by bulkhead?
Bulkhead on the frame or are you not doing car frames?
Not doing car frames, There is already that vehicle accessory mod for external parts
and most mod vehicles have external parts
so you can change which dash u wanna use for every car mid game?
will vanilla dash still be an option for all vehicles?
Yep!
Iv added a temp gauge to vanilla dash as well, and some mouseover features for engine temp/oil/etc
thats awesome all of your mods have so much effort in them i started using beefcake yesterday too
Thanks!
just absolutely loving the sheer amount of effort to fix bugs and make the game better and compatible too
Aww, it really means a lot to hear that!
well i cant do much else but show support by saying it and i truly do love the mods
give beefcake an upvote if you haven't π It could use some more.
will do
was my first mod and didn't get as good of a launch as realistic car physics
(also did less when it came out)
need to release an update to it soon actually, have a few things updated/fixed
nice, link?
not sure if its a problem with car physics or my game but i cant turn on this car i hotwired
when you replace files its just moving the entire "zombie" folder from the physics mod and moving into the project zomboid folder right?
then replace 4 files?
i mean theres mod options and i can enable the mod so it should be working
click the engine or press N
just for some reason i cant turn on this car at all
ill try that i relaunched the save
it wouldnt initiate startup of the engine i forgot to press n though
Sorry, its going to be an option for next version π I disabled autostart on W cause cars don't start when you hit the gas pedal lol
that makes sense
(IRL)
clicking the wires didnt do anything either so i figured it was a bug
and it adds so much tension when you stall out or get into a car
and i forgot the N keybind existed
so clicking the wires in the ignition doesnt work for now either?
idk i thought clicking the wires or the key would try to startup the car
Nope, thats something im adding (long click)
in vanilla it just insert/removes the key!
No problem, nobody really knows about that or clicking engine, LOL
but the key SHOULD work yaknow?
but instead, they went with W because... I dunno, I guess they have never seen how a car works before
first time driving a car with the mod and it feels nice especially turning
idk if its just placebo but turning feels different, better even
yea I tweaked steering responce a little
can't do much about front tire understeer, but I did make it turn a little faster at high speed
seems like an improvement upon vanilla to me
yea I spent some time tweaking it, trying to get it to not skid so much, then gave up and made it so the skid sound only depends on the rear tires that are much harder to break loose in a turn, lol
Essentially, your skidding the front tires like 90% of the time in zomboid when your turning..
except for at veryyy low speeds
feels much easier to make smaller adjustments without overshooting entirely or having to tap a and d over and over
Oh, I also adjusted the return speed
im just effortlessly swerving through zombies in the grass
before, the return speed was the same reguardless of how fast you where going, but you got a major nerf in how fast you turned the wheel
at higher speeds
and WORSE, before when you suddenly went from left to right, it TURNED BACK SLOWER lol
I made it so that the return speed is enhanced when you suddenly go from right to left on the steering
Next version lets you set custom friction multiplers for offroad, raining and snow π
next update will be peak
didnt modify any settings and it seems pretty balanced right now
havent inflated the tires yet and this car is kind of a POS but it runs at least
Project summer car will fix that. π
Few days. Just finishing up the UI, some spawn tables for the oil cans/etc and should be ready for initial release π
Will be trying to make the dashboard based on a simple table that other mods can add to, so other mods can easily add their own dashboard without any code/conflict with other dashboards
Yeah it took a minute to get over the muscle memory.
I think it will be nice with the 'hold click' on ignition for starting.
Maybe like a gif of someone driving with the hood down.
Just put in "Summer driving" and saw this for example.
Got this just for "Summer Car"
Niceee
did you end up adding the tool tips that explain what each part does? 
Not yet.
Clearly not.
New realistic car phyiscs update just dropped π
Awesome.
Awesome, glad to see it's out.
so, small problem
the text for the torque converter gets cut off
and you can't expand the UI window horizontally
here's my UI settings
Noted, will definately have to poke at that a bit
not sure what I can do about the torque converter but at least the tooltips could be less borked.
(does at least tell you what is important)
Might look into horzontal expansion to
@tame arrow Whatch think so far?
Pretty neat, where can I find more of the vehicle fluids? I'm assuming mechanics shops and the like?
mechanics shops, home garages, and drain them from other cars π
Note oil gets contaminated with used oil, so not all oil you find in cars will be usable
Gotcha
Do I need to let my car warm up for a minute before driving? I remember my dad told me that was a thing that was important with older cars (sorry if these are dumb questions, I know nothing about cars)
Not simulated at all in this mod. Older cars had less horsepower when cold and technically would damage them a bit to drive hard while cold but mainly just the lowered HP
heater doesn't work till the engine is warm though
This is really cool just reading the tooltips and looking at the parts honestly
I'm based near a junkyard atm so I have plenty of cars I can tear apart without caring about
Nice π
I also really like how this encourages you to have only a handful of cars you take care of
instead of how in vanilla where once you get to the point of hotwiring you can trash cars at will since you can always just grab another
lol. try the missing part options for serious issues doing that π
like this car is never going to run well, so there's no point 
I will still it's hood though
Or just increase the engine part condition variation.
https://steamcommunity.com/sharedfiles/filedetails/?id=2841981605&searchtext=reduce+car+condition
already running this, which seems to work with the engine parts
Yeaaa, Finally junkers actually DRIVE LIKE JUNKERS π
It bases engine part condition when you first open the hood/get in by body part condition
so yea, should detect that mods actions well
ahhh, that would be what it is
(it has an override for survivor cars too)
I have survivor cars disabled anyhow
I don't like finding mint condition cars, I like scavanging parts to put together a nice one
Have fun finding racing parts π they are like 1% for regular cars
I take it racing parts are the best ones, like preformance for regular parts?
yep
normal < sport < racing
theres 6 parts that have upgrades atm (not including transmissions and torque converters)
4 parts improve hp, 1 part improves cooling and 1 part improves engine responce (flywheel weight)
PS: If you have the W900 semi truck mod, 8 speed transmissions spawn in it π
(need to get KI5/filibuster support for their semi trucks and stuff..)
HP would be horsepower here, not health points?
So it makes the car go faster, not the part last longer, right?
Correct.
everything atm just has 100 condition
Do note: collisions with under 25% hood will start to transfer damage to engine parts
Gotcha, I always try to take car of the hook anyways since repairing the vanilla engine is already hard
Yep, thankfully with all the parts the engine has a LOT more healthpoints now
And prob takes less vehicles being ripped apart to fix
Mechanic skill is now easier too for engine parts (may expand to body work)
you don't fail installing/removing a part. But at low skill it takes a LONG time, and has a high chance of damaging the part in the process
(But at least you get it out/in and can move on with your life!)
no clicking 10 times over just to watch the part turn to dust
Would all the new parts and fluids fall under the mechanics loot category for sandbox loot adjustments?
Fluids fall under mechanics yes, ATM parts don't spawn outside of cars
That alone is a blessing.
I was reasonably generous with fluid distribution, especially oil, so you should be fine (there is a 4L and 10L oil can)
and mousing over the oil gauge gives you a fluid level/quality if 'smart oil indicator' is turned on
(It also warns you at 50% and 30% engine oil quality (<30% = damage to engine parts)
Other random fun stuff; the battery guage warns you of a low battery with the key in, and of a bad alternator (or fan belt) when the engine is running.
also how much it jumps when the engine starts running = how much the alternator is charging
if it doesn't pass the mid point with the engine running, you likely got a problem
I did notice that there is still a chance to hurt the part even when well above the reccomended mechanics skill. I had 4 skill and still had like a 15% chance of damaging parts that had 2 skill listed as the removal requirement
yea, I have it setup so recommended skill is 20% chance, 10 skill is 0%
(linear from 80% at 0 skill to 20% at recommended to 0% at 10)
Also, the 'chance of damage' is also how much damage you might do (at 1x damage scale)
(rand between 0 and chance of damage)

so at level 0 you'll on avg do 40% damage removing and 40% damage installing a part. but you can at least get lucky
Vanilla.. well, other then the bug I found where failing on uninstall ALWAYS damages a part, is really biased against early levels
people just don't even try mechanic till they grind it up till like 4+
I can't blame them either, Vanilla 30% cars are basically the exact same as 100% cars
drive the same, accelerate the same, steer the same, brake the same.
(oh im sorry, I think braking is the one thing thats actually properly simulated in vanilla PZ.. that and suspension condition)
My frist experience playing my mod and driving a 30% junker.. it revs to the redline and... Sloowwwly accelerates. It starts to finally get into 2nd.. and can't accelerate any higher... and then it starts getting... slower.. on account of the lack of oil.
it dies a few blocks later. π
But yea. I wanted to make the recommended skill 'compent but not perfect' so there is still good reason to get to level 10. Speed depends a lot on recommended level and player level
hard stuff takes longg time (but I feel thats OK without the constant failures to actually complete the task)
also, 15% chance to damage means you have a 15% chance of doing 0~15% damage, so basically your only gonna occasionally scratch the part π
(so something like an average damage of 2% per uninstall and 2% per install or something)
sounds good then
yea its just to give you some tiny incentive to hit level 10
I dislike it when zomboid is like "oh you hit level 7/8? Now you have absolutely zero reason to level higher"
electrical where there's no point in leveling past 3:
yeaa basically.
i just keep going because i like collecting watches and batch-disassemble. sometimes its the only reward for killing a big horde of zomboids.
can you make cars can be explode
Not really sorry.
https://www.reddit.com/r/projectzomboid/s/1hSksVVtAn
People are starting to see it on reddit.
Sweet! Glad to see it π
π godsend of a mod came out, thank you for you work. This mod will be awsome for a car guy like me.
question, do custom cars work yet, or is it only vanilla cars?
Works with modded cars.
KI5 and Filibusters specifically mentioned along with others.
epic
I have a question about your vehicle physics mod, is it compatible with modded cars?
KI5 vehicles for example
Alright
First right on the front page now.
there will be an update for b41? π
I don't play B41 so dunno.
I was about to ask the same thing, dunno if it's doable. But man the man looks INSANE, if you could also bring this in B41 which is a lot of work, we'd be incredibly happy
The big problem is it will need to work in MP and MP in 41 will act quite differently then MP in 42 so it will be a huge amount of duplicated work that will be pointless once B42 MP comes out.
that would also massively delay me adding new features to the mod itself.
I want to say it was also nice that you had your own error message in game, or at least I think it is to update realistic physics.
Yea, I decided it would be important to remind people to prevent excessive error reports
Yeah, a lot of people wouldn't go that extra step. I saw the added sandbox options and thought it was all good but yeah I need to do the manual file update too.
important since one version of the mod would crash when you get into the car if you haven't checked under the hood yet π
(the alert WAS when you entered the car.. but decided to add an hourly alert too since yaknow.. hard to see if the mod crashes when you get into the car)
I somehow managed to avoid a crash, but still thought it was a nice touch.
Thanks
Yeah I guessed as much, we'll wait it out, no biggie. Plus, B42 with MP is out soon, right? RIGHT?!
Soon enough π
I want to suscribe to the mod but at the same time it feels too complex
it's not that bad!
the tooltips explain what each part does and what happens if it's in low condition
so long as you take good care of your car you'll be fine
I knew nothing about cars and I'm managing
Plus I like that it's realistic. You'd be totally dependent on your own mechanical skills for better or worse to keep any vehicle going, and screwing up something simple could really impact your movement and options.
So not changing the oil or whatever could be what leaves you stranded on a road surrounded.
Even makes lots of the vanilla body parts matter more (tires, brakes, hood, windshield)
Can't wait for someone to ask why they are getting soaking wet for driving without a windshield in the rain :0
PS roll down some windows and drive fast if your too hot and the AC is broken π
basically the game splits the engine parts into 2 types: the parts that make you go, and the parts that keep you going.
Keep em all above 50% and its much like vanilla
Yea. If you find a junker car (like those 30% cars that are all smashed in), just pass on it unless your desperate or want parts for smelting.
Fun comes in when you hit stuff with a bad hood π or kill the battery.

New version of realistic Car physics is out! Now with manual shifting π
Is manual shifting the default or only for certain models, and does it have a sandbox option if I prefer most cars being automatic?
Right now its a mod option you can change at any time π
To keep game balance, right now it just lets you set the current gear of the automatic transmission. So its perfectly balanced to turn on/off at any time and use any car with/without it.
And right now automatic shifting is the default.
Where you interested in manual mode or dreading it? π
Little bit of both.
Hah, well now you don't have to worry.
I take it this requires to reload the manual files again, in the zombie folder?
Yep
you think it'll drive?
haha.. no.
"And the customer refused all repairs and drove away... Somehow"
I just noticed the engine has 1.4 horsepower π
Pretty sure my lawnmower has more
that thing needs 2 more parts to start and 4 more to reach the end of the block
yo I think Common Sense is messing with the check engine light
since that mod has a built in one
I have a perpetual orange light with a single 39% part
Yes, it goes off engine condition and thats is based on the lowest condition critical part.
Get it above 50% to get it to turn off.
Im in voice if you wanna join and stream
alright, I'm using Fili's pack
What are the exact differences in all the transmissions for heavy duty vehicles?
Different number of gears, different gear ratios (for the HT4S vs 4S)
Would the HT4S increase torque and decrease top speed?
It has a lower 1st/2nd/3rd gear but the 4th is actually the same so it just accelerates very slowly once it hits 4th but still has the same top speed
Note: Nothing is stopping mods from adding their own transmissions with custom gear counts/ratios
Project summer car. Not my summer car. For legal reasons, totally different.
Totally...
It's episode 8 of this series and I have not made a SINGLE video about cars, so today I got something really special for you guys.
Two absolutely outstanding mods that make tons of great changes to car mechanics and physics, and also fix towing!
All the car enthusiasts - this one is for you. Enjoy
Mod's showcased in today's video:
Project Summ...
Sweet video π
Your mods are starting to get some attention to it. Hoping to see it on Atomic Duck's channel whenever he does his next mods video.
awesome, lemme know if you see any other videos!
No problem.
Why does this mod have to look cool as fuuuuuuuck? 
lol thanks
Game changer.π
It has no mp π
Mp is overrated.
just like sex
Found another video on the mod
E se o jogo My Summer Car tivesse um crossover com o Project Zomboid B42? Um dos mods meio que faz isso adicionando peΓ§as ao motor dos veΓculos e o outro mod deixa a fΓsica dos carros REALISTA!
Agora os carros no PZ build 42 derrapam com sons melhores, patinam dependendo do terreno, se comportam melhor e mais parecidos com carros realistas.
...
@here New version of Summer car out π New part spawning system, new dashboard and better translation support.
Iβm assuming that the car physics mod needs a reinstall
Kinda, I updated it as well but nothing important enough to require updating it if your not using a gamepad.
Sweet
If you are using a gamepad.. Analog throttle/brakes now available!
If you arnt using a gamepad.. Uh, better cruise control?
So I was considering this mod but I saw on the page that it calls for a manual install of things similar to Summer Car mod, and has it paste to go over the zombie folder. Might need to look into it but decided against it for now since that seems like that could easily cause a conflict with Summer Car/ Realistic Physics since they're messing with the same folder.
https://steamcommunity.com/sharedfiles/filedetails/?id=3568442599
Doubt it overrides the same file, since I only change carcontroller my mod will be compatable with any other non-car java mod
Awesome. I'll probably maybe give it a try on my next run whenever that is then with both of them on and let you know if anything happens. Might be some time from now.
Cool.
did the newest hotfix break this mod?
not sure if its something on my end but all my ki5 cars have no extra engine components and the mod is properly installed
i also have realistic car physics
nvm, it should be working. i've no idea why its not
it shows up in mod options just fine, maybe theres a mod conflict or something to do with load order?
i changed load order and still nothing, is there a sandbox mod option i need to check?
nevermind again, got it working now
Glad you got it working. What was the issue?
ah.
either automechanics or this mod is not letting me inflate my tires
i get tons of errors when right clicking
I donβt think this mod is meant to be ran with other mechanics mods
thats any pre B42.12 vehicle. Not this mod.
it gives me errors from vanilla, your mod and automechanics and im unable to fill tires with air. is the air glitch because the cars havent been updated and not because of your mod?
automechanics doesnt alter mechanics in any way. just lets you take on/off parts automatically
ah
not sure why i cant fill air in my tires still but if its not project summer car then its likely the car mods themself
i use ki5 vehicles and they might not be updated
psc only adds extra engine stuff, it shouldnt be whats messing with the wheels
ki5 is updated, project summer car is updated for B42.12. other car mods are not. please for the love of god stop bothering me about this. Do not report mods if you haven't even bothered to test if the bug occurs without them! unless your objective is to make people no longer wish to work on mods anymore.
sorry, just trying to figure out the problem
hello, i installed realistic car phyisics as said in the description, but ive seen a message in game saying realistic car physics is not installed properly.
Then you copied it to the wrong location.
It would be super funny if a bunch of parts were named ??? If you had a shit mechanics skill.