#Project Summer Car Preview!

1 messages Β· Page 1 of 1 (latest)

tall tusk
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Preview of my enhanced engine mechanics mod. I'll be adding all new components to the engine and simulating them along with new fluids like motor oil, antifreeze, etc. So far I have installing and removing components working along with a new simulation of the charging system/starter/battery and motor physics.

forest sapphire
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Looks interesting! Any chance we'll get to install performance parts to improve performance?

tall tusk
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absolutely

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though most performance improvements will require installing my car physics mod as well πŸ™‚

forest sapphire
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Excellent. I've always wanted a mod that lets you install superchargers, NOX, all-terrain tires and suspension, etc.

tall tusk
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(Since the vanilla game doesn't support mods improving HP for example, due to a bug.. that iv already reported)

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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.

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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.

forest sapphire
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Guess the framework for it exists but the actual code to make it work hasn't been implemented yet

tall tusk
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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.

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(my car physics mod fixes that at least, btw)

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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)

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But they should have just adjusted tires to have a more reasonable friction range -_-;

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Currently very low condition tires have like, 1/4 new friction. It should be more like 1/2

forest sapphire
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I refuse to comment on other people's code. That way madness lies.

tall tusk
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And then maybe make old tires have less friction then they do new.

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I have actually somewhat reimplimented tire friction, at least for acceleration purposes.

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Right now im working on fluid transfer, and then I can start simulating the new parts effects.

forest sapphire
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I'm still just trying to set up a dev environment better than changing lua scripts, loading the game and seeing what happens :/

tall tusk
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lol.

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I really should as well.. still using programmers notepad

tall tusk
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Success! Fluids can now be added/removed from the radiator/oil pan.

tall tusk
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Neat. I may be able to make 'oil quality' be something you figure out by looking at the color of the fluid.

lavish juniper
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Finally someone decided to make improved mechanics mod. Thank you and good luck 🀝🏻

verbal burrow
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if this mod acualy gets finished and works well, this gonna be a top 3 mod for me. *i love my car modifications *

tall tusk
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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)

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@lavish juniper @verbal burrow Thanks for the encouragement!

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Lets see, Basic 'shutoff' functionality is done. I guess next is the 'softer' failures like engine tempature/radiator and oil

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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.

timber light
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This is such an amazing idea, really interested to see how it turns out

tall tusk
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Head gasket failure will be fun: Your oil and coolant will mix. Not good for either πŸ˜›

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Hope you notice before you drive too far... Shame I can't add particle effects...

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.. Current temperature code is meh and just increases engine temp to a fixed limit based on hood condition.. lol

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I can see no evidence overheating exists atm either (despite a comment saying it does)

lavish juniper
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Do you plan adding feature of worn engines burning oil?

tall tusk
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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.

lavish juniper
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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

safe rover
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This looks great. Very detailed and amazing for further immersion and realism. Do you think this would be compatible with the KI5 vehicles?

lavish juniper
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Spark plugs condition could affect on how engine starts

tall tusk
tall tusk
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maybe crankshaft too (if we assume that covers main seals?)

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Now have a proper engine thermostat/heating simulation, complete with ambient temp dependent cooling.

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(and hood/radiator condition/coolant level)

safe rover
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Would it come with sandbox setting options to adjust values or mod specific loot, ect?

tall tusk
tall tusk
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I know not everyone wants the full 'experience', or to have cars spawn with broken parts, so that will all be configurable eventually.

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(while others want the 10 year later experience where your lucky to find 1 good part on a car)

safe rover
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That's awesome, thanks for answering my questions.

tall tusk
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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.

tall tusk
lavish juniper
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Btw what gonna happen in game if anything but motor oil would be added to the engine?πŸ˜†

tall tusk
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Iv actually added support for adding (some) misc fluids to oil/radiator.

lavish juniper
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And if oil bad = all engine parts quality get worse because of it?

tall tusk
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yep

lavish juniper
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Haha yeah sudden engine seizure on a vehicle that you just found would be hella funny πŸ˜†

safe rover
tall tusk
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yeep.

tall tusk
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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

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Also pictured is the new temp gauge I made.

plucky anchor
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any plans to add compat with damnlibrary and ki5 vehicles?

torn charm
plucky anchor
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βœ…

torn charm
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Don't know what that means, but happy to clear it up.

tall tusk
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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)

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Overheating damages pistons/cylinder head/headgasket

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Oil matters: Low oil levels (below 30% of fresh engine oil) cause damage to pistons/crank/cylinder head.

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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)

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Piston/cylinder head/crankshaft condition sets how fast you contaminate and burn oil

tall tusk
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Low headgasket condition causes oil/coolant loss and for the two fluids to mix.

tall tusk
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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

lavish juniper
# tall tusk

Maybe just add the overheating light instead of gauge?

lilac coral
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Yo what this is awesome

lavish juniper
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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

lilac coral
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I've kinda wanted advanced mechanics for a bit

tall tusk
lilac coral
tall tusk
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you really want to refill/fix the rad before that

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or slow down/stop hitting the accelerator so hard

lilac coral
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heh... car explodes from lack of oil would be funny

tall tusk
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(heating is based on throttle amount, cooling is based on hood condition, radiator condition and how full your radiator is)

tall tusk
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Still have to add an oil idiot light

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(Not that the idiot light can detect your oil needing changing.. or your oil mixing with water from a blown headgasket)

tall tusk
lilac coral
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so it'd vary from car to car?

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That'd work with vanilla but modded may be a hassle

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since there's so many modded cars

lavish juniper
tall tusk
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Its less 'per car' and more 'per car type'

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Like a 5k tacho, 7k tacho and 8k tacho for the 3 types

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done, all tachos now go all the way to the redline

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AS NATURE INTENDED.

tall tusk
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Now with working transmission swaps that result in different gear ratios and number of gears.

tall tusk
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Considering naming the mod: Project Summer car. Thoughts?

meager lance
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πŸ”₯

safe rover
tall tusk
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they also automatically downshift if you load them down too much towing (unlike vanilla that just lets you slow to 0mph)

safe rover
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Awesome.

lavish juniper
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Fix it or Die

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Black Moons’ Full Throttle Repairs
(if you want to put your name in the mod name)

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Dead Road Repairs

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Under the Hood: Apocalypse Now

spiral oxide
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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

tall tusk
torn charm
tall tusk
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Just added burnout (With spinning rear wheels!) and better screeching tire noises.

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Tire condition now matters for acceleration

safe rover
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Nice.

tall tusk
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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.

tall tusk
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kinda boring name -_-;

torn charm
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Car PhysX

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Or

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Advanced PhysX

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Or

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Grounded Car PhysX

tall tusk
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'Realistic Car Physics' maybe...

timber light
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Car Engine Overhual ?

torn charm
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Car Engine Uhual

lilac coral
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or My Summer Project

tall tusk
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My project car isn't half bad.

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Phase 1 is pretty much done

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(all major engine parts)

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All implimented.

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Now onto phase 2: The accessories.

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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

safe rover
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Nice. Is it having any performance impact when it's running?

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Also would there be like levels of detail, like a simple version of the mod , and ultra detailed version or something?

tall tusk
tall tusk
safe rover
tall tusk
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The other big question would be what parts make the cut and what don't -_-

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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

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Like, you can't see piston condition without removing the cylinder head first. or crank condition without removing the oilpan

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along with 'wear' rate options

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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.

safe rover
tall tusk
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Well part of the concept was some people should be overwhelmed and you should seek your servers mechanic for parts/services πŸ™‚

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Vanilla is so simple (and so many parts are cosmetic if above 0% condition) its kinda pointless to be a dedicated mechanic

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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

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And I always hated having to basically scrap 10 cars engines to repair 1 car

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(engine parts)

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10 cars that where prob about as good or better then the car your 'fixing'

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Imagine just going to your mechanic on a server and being like "I dunno it keeps overheating, fix it tony!"

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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

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start selling off scrap metal

safe rover
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That does make a lot of sense.

wide karma
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Can I drink the transmission water drunk

true burrow
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Pour cows milk into the radiator

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Is this mod on the workshop yet? I'd love to try it out

tall tusk
tall tusk
tall tusk
true burrow
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should do an @ here when its done so anyone interested gets a ping

tall tusk
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Will do

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The enhanced physics mod will likely get released first

true burrow
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that one of yours too?

tall tusk
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Yes, its a java file replacement mod that totally overhauls how cars drive

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and supports the swapable transmissions/torque converters/etc of this πŸ™‚

true burrow
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oooh

tall tusk
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Also might change how cars start.

true burrow
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cant wait, all of this sounds really good to me

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always loved playing mechanic

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a more indepth medical and mechanical system have always been a want of mine

tall tusk
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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'

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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)

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with good condition engines starting likely even faster then vanilla.. And poor condition engines? Good luck with that.

tall tusk
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"Cars overheating, can you fix it?"

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"Can you give it more power?"

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"im slipping all over the road here.."

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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.

safe rover
tall tusk
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Rough descriptions thus far.

tall tusk
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Air conditioner, heater core, power steering pump and brake booster now work

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Prob should make it spawn most cars without air conditioners installed πŸ™‚

sullen ember
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When do you plan to release it ? its looking really nice

tall tusk
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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.

gusty jewel
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Will it be compatible with existing saves?

lavish juniper
tall tusk
tall tusk
tall tusk
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For performance part names, what do you guys prefer?

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Cylinder head (Street)
Cylinder head (Sport)
Cylinder head (Race)

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Or

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Cylinder head
Cylinder head (Stage 1)
Cylinder head (Stage 2)
Cylinder head (Stage 3)

safe rover
tall tusk
safe rover
tall tusk
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Hu. weird.

safe rover
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Might depend on where you live too since this applies to the US. Other places in the world were slower to adopt AC.

weak sinew
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absolutely loving how this is coming along, soon as this drops im making a new save πŸ’―

lilac coral
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oh and the cars that spawn at Nolan's too since it's a used car lot

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unless if you can't do that

safe rover
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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.

tall tusk
tall tusk
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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

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Cylinder head
Cylinder head (Sport)
Cylinder head (Race)
this ^

tall tusk
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Damn, Gonna need a new one of those!

lilac coral
safe rover
tall tusk
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k not randomizing AC then..

tall tusk
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"I have no idea what im doing and I think its broken"

weak sinew
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will survivor vehicles come with a higher chance of upgraded parts and still have above 50-60% on all new parts?

tall tusk
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You can also set chance of missing engine parts seperately for normal cars and survivor cars

weak sinew
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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

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would mean either find a survivor vehicle and roll with it, or piece together a different car piece by piece

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definitely loving the idea of this mod

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cars are my favorite part of pz and this has gotta be one of the best vehicle mods ever for zomboid

tall tusk
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Thanks πŸ™‚

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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

tall tusk
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Current part list

lilac coral
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Alternator is labeled as "accessory" but it's basically required if you don't have a thousand batteries

tall tusk
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I decided to include the brake booster and heater core just because they fit better there then elsewhere.

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You'll note the water pump is also listed there

weak sinew
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is there still an expected time it could release?

tall tusk
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And we're now getting 3d models for the engine parts.

weak sinew
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you found someone who wanted to 3d model the parts? thats awesome

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will they be visual on the car itself or just on the floor to identify whats what

weak sinew
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that is really beautiful to see, real engine parts

tall tusk
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yep! Thanks @lavish juniper πŸ™‚

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hes doing an amazing job on them

weak sinew
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both of you are doing gods work πŸ™

lavish juniper
lavish juniper
tall tusk
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Nice work!

safe rover
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It's awesome to see this thing developing and everyone getting hyped over it.

tall tusk
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First part of the mod is now released πŸ™‚

tall tusk
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Project Summer Car Preview!

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@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!

safe rover
tall tusk
safe rover
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I'll give it a go, just wanted to check.

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I guess if something happens I can just follow uninstall steps and try again.

tall tusk
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yep

tall tusk
broken solstice
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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

weak sinew
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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

tall tusk
broken solstice
# tall tusk

Me when I disassemble my PC to install CPU, and now I can't assemble it back

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(I'm hilariously bad at assembling anything, including half ready furniture)

tall tusk
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@safe rover How goes testing? πŸ™‚

safe rover
tall tusk
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Ah, thats what iv been doing too lol.

safe rover
tall tusk
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did you enable the mod as well?

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Hmmm, that doesn't crash for me.. trying it without project summer car.

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try validating your files and reinstalling it?

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(did you ever install better vehicle physics?)

safe rover
tall tusk
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ahh I got it to crash nm

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one min

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apparently I added a dependency on my project summer car mod by accident.

safe rover
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So it might be some mod conflict, it happened as soon as I tried to step into my car, the game freezes up.

tall tusk
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nah I reproduced it

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my problem is my tester always used my other mod too -_-

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gimme like 15 mins

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@safe rover do you want a test version or should I just update the mod?

safe rover
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I'll just let you update it, no problem.

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When you do it should just be automatic, or would I have to unsub and resub?

tall tusk
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updated

tall tusk
safe rover
tall tusk
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np thanks for reporting back πŸ™‚

safe rover
tall tusk
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Sweet πŸ™‚

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Tried any of the sandbox options?

safe rover
# tall tusk Tried any of the sandbox options?

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.

tall tusk
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Cool. They do apply immediately without reloading your save if you ever wanna mess with them πŸ™‚

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Mainly they are for balancing the physics vs how you'd like them to act (faster/slower then vanilla)

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And how low condition tires you want to be usable

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(right now, tire condition only affects acceleration.. because PZ devs ignore tire friction settings at some point in the C++ code)

safe rover
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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.

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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.

tall tusk
tall tusk
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I'll prob try to drop the 'default' setting internally so 1.0 is about vanilla

safe rover
tall tusk
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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 πŸ™‚

safe rover
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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.

tall tusk
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With Project summer car, there is even different stall torque converters to pick from

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(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)

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Course, having to hit a higher RPM before moving also makes the car less responsive initially and a little harder to drive πŸ™‚

tall tusk
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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

tall tusk
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(Well, More of a thing everyone has)

broken solstice
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To say the least

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What's your opinion on Java modding?

tall tusk
tall tusk
broken solstice
tall tusk
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Less that, more its just an extra step that most people don't want to do

broken solstice
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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 πŸ˜›

tall tusk
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Yea... Still trying to get more people to test my mod and leave feedback on the steam page.

lavish juniper
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inventory icons for all parts are done

broken solstice
tall tusk
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Nice work!

torn charm
lavish juniper
tall tusk
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Woohoo. Made it to the front page of the workshop πŸ™‚

tall tusk
lavish juniper
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Another feature of the mod may be a redesigned dashboard. We have developed a concept of how it will look

lavish juniper
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Some turbo stuff

torn charm
tall tusk
lavish juniper
safe rover
tall tusk
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I feel like tire pressure is the least of your worries with my mod lol, but yea

safe rover
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At least like rounded.

tall tusk
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Yea that would be the ahem 1960's retro dash... we'd be giving you other options as well πŸ˜›

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Currently working on making rain/snow/offroading affect your traction (when accelerating)

tall tusk
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Soon: more sandbox options for Realistic Car Physics πŸ™‚

tall tusk
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Remember all those mod vehicles that went too fast or too slow? Now you can fix them.. in sandbox settings!

vital spoke
tall tusk
plain root
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the mod of the engine will implemented in " Car Physics"?

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or is gonna be aself standing mod?

lavish juniper
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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

lilac coral
tall tusk
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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

weak sinew
tall tusk
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Physics

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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!)

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Got the towed vehicle making skidding noises too now

tall tusk
mellow zenith
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I actually like this mod a lot and I wish this mod added more stuff

tall tusk
tall tusk
safe rover
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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?

tall tusk
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Yea, might add my own sandbox option too for them.

silent gyro
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not sure its possible

lavish juniper
silent gyro
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Hell yeah

tall tusk
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Sneak peak of a WIP

tame arrow
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Hey, weird question, but do you have a list of all your mods anywhere?

echo junco
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@tall tusk Suggestions welcome? What about the more intricate parts of engine/frame components like the belt or bulkhead?

tall tusk
echo junco
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Bulkhead on the frame or are you not doing car frames?

tall tusk
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Not doing car frames, There is already that vehicle accessory mod for external parts

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and most mod vehicles have external parts

tall tusk
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You can now swap between dashes by the V context menu.

weak sinew
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so you can change which dash u wanna use for every car mid game?

weak sinew
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will vanilla dash still be an option for all vehicles?

tall tusk
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Iv added a temp gauge to vanilla dash as well, and some mouseover features for engine temp/oil/etc

weak sinew
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thats awesome all of your mods have so much effort in them i started using beefcake yesterday too

tall tusk
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Thanks!

weak sinew
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just absolutely loving the sheer amount of effort to fix bugs and make the game better and compatible too

tall tusk
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Aww, it really means a lot to hear that!

weak sinew
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well i cant do much else but show support by saying it and i truly do love the mods

tall tusk
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give beefcake an upvote if you haven't πŸ™‚ It could use some more.

weak sinew
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will do

tall tusk
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was my first mod and didn't get as good of a launch as realistic car physics

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(also did less when it came out)

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need to release an update to it soon actually, have a few things updated/fixed

severe burrow
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nice, link?

weak sinew
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not sure if its a problem with car physics or my game but i cant turn on this car i hotwired

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when you replace files its just moving the entire "zombie" folder from the physics mod and moving into the project zomboid folder right?

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then replace 4 files?

tall tusk
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New hotwire graphic:

weak sinew
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i mean theres mod options and i can enable the mod so it should be working

weak sinew
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just for some reason i cant turn on this car at all

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ill try that i relaunched the save

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it wouldnt initiate startup of the engine i forgot to press n though

tall tusk
#

Sorry, its going to be an option for next version πŸ™‚ I disabled autostart on W cause cars don't start when you hit the gas pedal lol

weak sinew
#

that makes sense

tall tusk
#

(IRL)

weak sinew
#

clicking the wires didnt do anything either so i figured it was a bug

tall tusk
#

and it adds so much tension when you stall out or get into a car

weak sinew
#

and i forgot the N keybind existed

tall tusk
#

clicking engine also works, clicking wires will be project summer car thing πŸ™‚

weak sinew
#

so clicking the wires in the ignition doesnt work for now either?

tall tusk
#

Hotwired, but off

#

it never did?

weak sinew
#

idk i thought clicking the wires or the key would try to startup the car

tall tusk
#

Nope, thats something im adding (long click)

#

in vanilla it just insert/removes the key!

weak sinew
#

alright sweet thanks

#

the N keybind worked

#

i was being a silly goose

tall tusk
#

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

weak sinew
#

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

tall tusk
#

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

weak sinew
#

seems like an improvement upon vanilla to me

tall tusk
#

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

weak sinew
#

feels much easier to make smaller adjustments without overshooting entirely or having to tap a and d over and over

tall tusk
#

Oh, I also adjusted the return speed

weak sinew
#

im just effortlessly swerving through zombies in the grass

tall tusk
#

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

tall tusk
weak sinew
#

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

tall tusk
mellow zenith
tall tusk
#

Few days. Just finishing up the UI, some spawn tables for the oil cans/etc and should be ready for initial release πŸ™‚

#

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

safe rover
tall tusk
#

I think it will be nice with the 'hold click' on ignition for starting.

safe rover
#

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"

tall tusk
#

You've never played my summer car?

tall tusk
tall tusk
tame arrow
#

Niceee

did you end up adding the tool tips that explain what each part does? Mikulaugh

tall tusk
#

Not yet.

safe rover
tall tusk
#

New realistic car phyiscs update just dropped πŸ™‚

safe rover
#

Awesome, glad to see it's out.

tall tusk
#

Thanks!

#

Can't wait for some feedback πŸ™‚

tame arrow
#

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

tall tusk
#

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?

tame arrow
tall tusk
#

Note oil gets contaminated with used oil, so not all oil you find in cars will be usable

tame arrow
#

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)

tall tusk
#

heater doesn't work till the engine is warm though

tame arrow
#

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

tall tusk
#

Nice πŸ™‚

tame arrow
#

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

tall tusk
#

lol. try the missing part options for serious issues doing that πŸ™‚

tame arrow
#

like this car is never going to run well, so there's no point Mikulaugh

I will still it's hood though

tall tusk
#

Or just increase the engine part condition variation.

tall tusk
tall tusk
#

so yea, should detect that mods actions well

tame arrow
#

ahhh, that would be what it is

tall tusk
#

(it has an override for survivor cars too)

tame arrow
#

I have survivor cars disabled anyhow

#

I don't like finding mint condition cars, I like scavanging parts to put together a nice one

tall tusk
#

Have fun finding racing parts πŸ™‚ they are like 1% for regular cars

tame arrow
#

I take it racing parts are the best ones, like preformance for regular parts?

tall tusk
#

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 πŸ™‚

#

(need to get KI5/filibuster support for their semi trucks and stuff..)

tame arrow
#

HP would be horsepower here, not health points?

So it makes the car go faster, not the part last longer, right?

tall tusk
#

Correct.

#

everything atm just has 100 condition

#

Do note: collisions with under 25% hood will start to transfer damage to engine parts

tame arrow
#

Gotcha, I always try to take car of the hook anyways since repairing the vanilla engine is already hard

tall tusk
#

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

safe rover
#

Would all the new parts and fluids fall under the mechanics loot category for sandbox loot adjustments?

tall tusk
#

Fluids fall under mechanics yes, ATM parts don't spawn outside of cars

safe rover
tall tusk
#

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

tame arrow
tall tusk
#

(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)

tame arrow
tall tusk
#

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. πŸ˜›

tall tusk
# tame arrow <a:okuunod:1187234943672266792>

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 πŸ˜‰

#

(so something like an average damage of 2% per uninstall and 2% per install or something)

tame arrow
#

sounds good then

tall tusk
#

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"

tame arrow
#

electrical where there's no point in leveling past 3:

tall tusk
#

yeaa basically.

storm isle
limber dagger
#

can you make cars can be explode

tall tusk
safe rover
verbal burrow
#

πŸ™ 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?

safe rover
#

KI5 and Filibusters specifically mentioned along with others.

verbal burrow
#

epic

broken dust
#

I have a question about your vehicle physics mod, is it compatible with modded cars?

#

KI5 vehicles for example

safe rover
#

Not him but yes. It's all KI5 compatible.

broken dust
#

Alright

safe rover
plucky anchor
#

there will be an update for b41? πŸ™

tall tusk
#

I don't play B41 so dunno.

covert heart
#

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

tall tusk
#

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.

safe rover
tall tusk
safe rover
tall tusk
#

important since one version of the mod would crash when you get into the car if you haven't checked under the hood yet πŸ˜›

#

(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)

safe rover
#

I somehow managed to avoid a crash, but still thought it was a nice touch.

tall tusk
#

Thanks

covert heart
tall tusk
#

Soon enough πŸ™‚

broken dust
#

I want to suscribe to the mod but at the same time it feels too complex

tame arrow
safe rover
#

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.

tall tusk
#

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 πŸ˜›

tall tusk
#

Keep em all above 50% and its much like vanilla

broken dust
#

Ah

#

Alright

#

That seems.. simple enough

tall tusk
#

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 πŸ™‚ or kill the battery.

broken dust
tall tusk
#

New version of realistic Car physics is out! Now with manual shifting πŸ™‚

silent gyro
#

wrong chat

#

lol

safe rover
tall tusk
#

Right now its a mod option you can change at any time πŸ™‚

#

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.

tall tusk
safe rover
tall tusk
#

Hah, well now you don't have to worry.

safe rover
lilac coral
#

you think it'll drive?

tall tusk
#

"And the customer refused all repairs and drove away... Somehow"

lilac coral
#

I just noticed the engine has 1.4 horsepower 😭

tall tusk
#

Pretty sure my lawnmower has more

#

that thing needs 2 more parts to start and 4 more to reach the end of the block

lilac coral
#

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

tall tusk
#

Get it above 50% to get it to turn off.

lilac coral
#

so it's intentional

#

alright

tall tusk
lilac coral
#

alright, I'm using Fili's pack

gusty jewel
#

What are the exact differences in all the transmissions for heavy duty vehicles?

tall tusk
gusty jewel
tall tusk
tall tusk
#

Note: Nothing is stopping mods from adding their own transmissions with custom gear counts/ratios

tall tusk
safe rover
# tall tusk https://cdn.discordapp.com/attachments/908459714248048730/1417859990651146340/im...

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...

β–Ά Play video
tall tusk
safe rover
# tall tusk Sweet video πŸ™‚

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.

tall tusk
#

awesome, lemme know if you see any other videos!

safe rover
#

No problem.

covert heart
tall tusk
#

lol thanks

covert heart
#

I wanna play it so bad

tall tusk
#

Its out now.

covert heart
#

It has no mp πŸ™

tall tusk
#

Mp is overrated.

covert heart
#

just like sex

tall tusk
#

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.
...

β–Ά Play video
tall tusk
#

@here New version of Summer car out πŸ™‚ New part spawning system, new dashboard and better translation support.

lilac coral
tall tusk
lilac coral
#

Sweet

tall tusk
#

If you are using a gamepad.. Analog throttle/brakes now available!

#

If you arnt using a gamepad.. Uh, better cruise control?

safe rover
tall tusk
safe rover
tall tusk
#

Cool.

weak sinew
#

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?

weak sinew
#

i changed load order and still nothing, is there a sandbox mod option i need to check?

#

nevermind again, got it working now

tall tusk
weak sinew
#

my iq

#

it was probably working from the start, i just didnt right click the engine.

tall tusk
#

ah.

weak sinew
#

either automechanics or this mod is not letting me inflate my tires

#

i get tons of errors when right clicking

lilac coral
tall tusk
weak sinew
weak sinew
lilac coral
#

ah

weak sinew
#

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

tall tusk
# weak sinew i use ki5 vehicles and they might not be updated

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.

weak sinew
#

sorry, just trying to figure out the problem

broken dust
#

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.

tall tusk
devout birch
#

It would be super funny if a bunch of parts were named ??? If you had a shit mechanics skill.