Wreckfest

Wreckfest

Not enough ratings
CMDR Boom's BS (Big Single) Experience
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
747.958 MB
10 May, 2019 @ 8:02am
26 Nov, 2020 @ 5:14pm
198 Change Notes ( view )

Subscribe to download
CMDR Boom's BS (Big Single) Experience

Description
IMPORTANT NOTE: Due to Bugbear hardcoding almost all of the gamefiles into the code, I had to restore this mod to a much older version and change a lot of sound files, rpms limits, etc to get anything to work.
As such, this will probably be the last update to this mod as whatever they've done in the last patch, the physics of trying to get this to work like it used to is infuriating.


The base tire set has been removed due to the Unobtanium additional sets not overwriting the base set correctly. All additional set now function as expected when placed below the BS Experience in load order.

For those of you who learned to drive via the Duke Boys, where corners should be approached at extreme angle and with great vigor, this one's for you! An orgy of overhauls for a majority of the vanilla cars that get these old wardogs up to fighting snuff. Highly recommend using the manual transmission mode for best effect. Additional enhancements for the Additional Parts mod.

What started out as a desire just to go faster has evolved into a total overhaul of the driving dynamics for all cars listed to cope with your chosen range of power. Suspension, differentials, gear ratios, brakes, engines etc have been tuned for the higher outputs, much like a traditional (or a competent!) tuner would handle a project; any increase in power and all other systems have--or should--be further tuned to handle the increase.

Mod is mostly complete minus some additional tweaks of cars I don't drive as much, but should you run into any issues, please comment below which car.
*Newly added big angle steering for all cars for reliable drifts without suspension breaking!
Custom skins work with alternate paints; mix and match!

List of cars modified:
Big Rig Boom Edition
Boomicorn (custom Rocket AWD with decals and livery, 2 wheel and tire sets, and a SUPERcharger!!)
BoomBus-is its own vehicle, modifiable, and with custom skins
Boomer RS
Bulldog
Dominator, with Supercharger option in Air Filter parts
Gatecrasher (custon skin under Style 1 and Liv. 04)
Gremlin (custom skins under Style 1 and Livery 2)
Hammerhead (custom skin under Style 1 and Livery 1)
Hotshot (custom decal set)
KillerBee S
Limo
Muddigger (AWD-custom decal/livery under Style 1 and Liv.4)
Nexus RX (AWD)
Panther RS
Rammer RS
Roadcutter
Roadslayer
Roadslayer GT
Rocket
Speedbird
SpeedDemon (custom skin under style 1 and livery 4)
Starbeast (custom skin under Style 1 and Livery 5)
Sunrise Super
Supervan Hypermotard (converted to AWD for driving reasons. You'll see...) Also added a teeny weeny turbo option
Tristar (back to RWD)
Tristar GT-R (AWD conversion; *separate mod)
Venom
Warwagon
El Matador (custon skin under Style 1 and Livery 4)
Gladiator for those installed (separate mod)

*New Addition July 2019: For the cars above with forced induction options, I felt that the other cars are now in a stable handling level where they too could handle a bit more umph, so a 'Medium Duty Supercharger' option has been added under the Air Filter parts section for all supported cars.

Cars with AWD have rear bias via the differential from ~60% on the open setting to ~80% on the locked setting with generally 5% increments between left to right.

**Update: A lot of the cars have received the latest round of handling profiles and are very usable in the 800 and 900+ hp configurations. In fact some cars I never cared for in the vanilla version now handle so well that they are among my favorites! The Muddigger for example is my go-to road rage simulator =D
64 Comments
Little Teapot 21 Jan, 2021 @ 11:26am 
i keep falling through the map on certain maps? send help
OldManGeppetto  [author] 9 Jun, 2020 @ 8:57pm 
I've been encountering all kinds of Fatal Errors with this last patch, thankfully not from my mod, but in chasing through what could have caused them, I found the culprit if you happen to be getting one dealing with 'Can't find tire effect surface ResetPlayer_delay' or the like.
What I found was a number of older track mods in my list that probably haven't been updated in quite the while throwing flags for old surface files. I was able to replace them in my own game files, and if anyone wants, message me and I'll walk you through it, though it does involve navigating through Steam's mod file structures, a labryrinthian maze of headaches in itself.
Tracks that I replaced files for were Stockton 99 and TabsMod track of BathHurst.
OldManGeppetto  [author] 24 Apr, 2020 @ 4:33pm 
That was actually the first thing I tried and it didn't work for me. I'm wondering if I have a duplicate file sequestered away somewhere in my personal folder that's overriding the vanilla file. The only reason it's still in the mod was to lessen sticky walls and the slippery grass on certain tracks. Personally I could live without it. =)
:D 24 Apr, 2020 @ 7:18am 
I personally fixed the no collision problem on the deadloop/hellride track by just completly deleting the surfacelist after getting frustrated with looking for what exactly was the problem.It feels to me like it dosent really take much away from the experince of your mod if you just delete it?

OldManGeppetto  [author] 23 Apr, 2020 @ 5:13pm 
I thought I had it fixed last night when I discovered my surface list didn't include the latest profiles, but alas it didn't help, and I don't know what changed pre-to-post console release that altered the PC version to the point where the new tracks are having collision issues. It could still be a surface problem and that's where I'm focusing my efforts for the time being, trying to evaluate why turning one thing off and leaving the same value on another car on--even though they do the same function--and one still doesn't work.
OldManGeppetto  [author] 23 Apr, 2020 @ 5:12pm 
Hello there Unsuspicious. I really had no idea what I was doing at first and it was all 'learning on the job', taking the base values and changing a few here and there, reload the game and T&E it to death 'til I had a very firm understanding. For the most part, the editor has real values from actual car tuning which is really cool, like the gear ratios and suspension rates, so if you've worked on race cars here and there you've got a leg up.
After that, it's about ~250 hours of work doing test and tunes, and whatever got absorbed in that with the texture sets. Again once you figure out Bugbear's system, you can probably bang one out in an hour or so.
:D 23 Apr, 2020 @ 11:25am 
Hi. I discoverd that mod way to late. I think the mod name just didnt catch my attention the first time i saw it. Luckily i tried it latley. Its super fun to have such fast cars. The included skins this mod has are nice too :D

I also ran into the problems with the deathloop and hellride track. And some TVE tracks had some problems too from what i remember. I fixed that for myself and also got rid of the non vanilla cars the mod uses. Also made some changes here and there..

From then on on i used your mod as a basis for my own "arcade overhaul" mods that i am still working on. Playing around with the physics a bit in combination with the faster cars..interesting results to say the least :D

Learned a lot from looking at the files in your mod and how to make the changes i need for what i have in mind. Also can see the work you put into this. Its very appreciated. Thx and good work.
OldManGeppetto  [author] 22 Apr, 2020 @ 9:18pm 
On the Tristars, is it the GT-R variant that's sitting there? I've had that one when playing with modded "3rd party" (i.e. not mine) AI packages but I took those out of my load order quite the while ago. My mod has edited AI values that *should* allow the GT-Rs to run in the AI pool with varying upgrades (and are really competitive I might add!) however it does requite an outside mod to work; just the GT-R car which I believe the base mod says it is outdated. At one time I made the Vanilla Tristar with an AWD drivetrain but I really like the one that's in this package for tossing around and did a lot of work on the handling profile, so it went back to RWD sometime last year.
I have no idea why the Gladiator would crash the game, that's a new one for me. All I added was a full handling profile and engine/supercharger options. Nothing mandatory for the game to run anyway.
OldManGeppetto  [author] 22 Apr, 2020 @ 9:18pm 
Kraz, despite what I thought I'd be doing tonight, lo and behold I'm making edits. =) I thought I had the collisions fixed after wracking my brain around it all day, and after finding what I thought was a fairly quick fix, it's a bit more involved. I am stubbornly a perfectionist when it comes down to it, so rest assured it will get fixed, eventually!
In other news, I'm 99% sure I know what causes the Bus mods to crash and have had that once before. It's been pulled at present and shouldn't affect being able to spec it out. Testing continues on that front.
OldManGeppetto  [author] 22 Apr, 2020 @ 8:52am 
I have noticed the issues with the newer tracks. I haven't figured out what causes that or if it was my mod. I have quite a few other older mods that still work, but if it's mine I'll look into it. I haven't had any problems with the Tristars. Not sure why but sometimes the AI GT-R versions are missing tire textures but in my game they work fine. I had the tire problem fixed at one point until the game updated again.
Anyway, it was very solid until 2 game patches ago and now things aren't I take it. I haven't been having as much fun with the game and am a bit burnt out at present but I'll get it figured out eventually. Thanks for trying it out nonetheless.