Project Zomboid

Project Zomboid

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Tk's Real Vehicle Acceleration (2)
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8.969 MB
12 Jun, 2024 @ 6:17am
16 Aug, 2024 @ 8:10am
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Tk's Real Vehicle Acceleration (2)

Description
Tk's Real Vehicle Acceleration 3!! has now been released and you can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3314946929

This version returns vehicle modding back to the lua files so it is FAR easier to create new compatibility, and EVERY vehicle can have it own unique characteristics. TksRVA2, this mod, will remain on the workshop for now, but will no longer be receiving updates, as TksRVA3 now has greater compatibility, and has had most of the bugs worked out.

Want to see REAL horsepower values with the vehicles in this game? Find towing to be a bit immersion breaking? Tired of trying to find that "sweet spot" while towing? Wish the vehicles behaved different from each other? Well look no further, as this mod is likely for you!

Changes this mod attempts to make:
  • Vehicle horsepower based on more realistic values
  • 0-60MPH times are based on realistic values, this means the vehicles for the most part will be a bit slower than their vanilla counterparts, although a bit faster than Real cars
  • Truly varied vehicles, with different early, mid range, and late acceleration.
  • Improved towing characteristics based on engine specs (see Towing below)
  • 12+ new Engine RPM profiles with custom torque curves
  • 26+ new Gear Ratio profiles to create custom shift points
  • Altered handling characteristics to create more unique vehicles

Compatibility

When setting up your game (multiplayer,server or solo), its best to set the speed limit for the server from 120 to 150. Any number less than those values will result in the vehicles being much faster than intended.

Main compatibility has been divided into sub mods, this will mean that you need to enable each sub mod you wish to use, this counts for both multiplayer and single-player! These sub-mods are optional, however for each one you use, the original mods are required, and they are all strongly recommended to use with this mod (or in general actually).

Additionaly all vehicles have had their durability increased, this is to compensate for the fact they are a bit slower, and to add better compatibility with mods that use higher durability numbers for improved immersion, this part of the mod is WIP.

Make sure that TksRealVehicleAcceleration2 and sub mods load after all other vehicle mods you are using. If you add a mod to your server after this one, just make sure you alter the load alter so its comes before this mod.

Compatibility List: (many, MANY thanks to Paranoid&Afraid for their contributions)
  • FHQWHGAD's Motorious Zone
  • 1993 American
  • FR Used Cars
  • Extranoise Automobile Extravaganza
  • KI5 Vehicles (limited quantities WIP)
  • 1989 Porsche 911
  • KV Vehicle Bonanza
  • Kentucky Emergency Services Pack
  • Special Emergency Vehicles & FBI for FR Used
  • Forklift
  • The mod requires modified Lua files in order to be fully compatible. Non compatible vehicles may behave differently from the included vehicles, and wont utilise all the features of this mod.

This mod requires manual installation steps AND the Better Car Physics mod by Neidmare. The mod will not work correctly without manual installation, and Better Car Physics. (see installation instructions in discussions)

Huge thanks to Better Car Physics and Neidmare for their efforts in creating that mod!!!

Another Huge thanks to fhqwhgads, FR's Used Cars, 1993 American Lore pack, Extra Noise, KI5, and every other modder for their amazing work! Their work is inspirational and has made a great game, even better.

Towing:
  • More varied, closer to realistic engine types, resulting in varied vehicle towing capabilities for improved immersion
  • Trucks, SUVS, Semi Trucks, Vans, and similar vehicles will generally be stronger towing vehicles
  • Sports cars, or performance oriented vehicles will have less towing capability
  • Some vehicles will have more moderate towing, like the S10 for example, which is a fairly competent towing vehicle, however it will have difficulty with larger or high mass vehicles

Installation:

There are some manual installation steps required for this mod, please see the discussion post titled: Installation for details.

Multiplayer:
  • For server games, the mod can be installed on both the client and the server, or just clients. (read furter for details)
  • if the server does not have the mod installed, the mod will only work for client with the code installed
  • in multiplayer hosted games, player may experience different vehicle performance, if this occurs make sure each player has the mod properly installed.
  • If a client game crashes, that means the server has the correct code installed and the client does not.

Known issues:
  • Vehicles not included with TksReal?VehicleAcceleration2 may handle far better than intended and may accelerate far slower/faster than other vehicles.

    Workshop ID: 3266358894
    Mod ID: TksRVA2ENcompatibility
    Mod ID: TksRVA21993Compatiblity
    Mod ID: TksRVA2fhqwhgadscompatibility
    Mod ID: TksRVA2ForkLiftCompatibility
    Mod ID: TksRVA2frscompatibility
    Mod ID: TksRVA2KEScompatibility
    Mod ID: TksRVA2KI5compatibility
    Mod ID: TksVehicleAcceleration2
    Mod ID: TksRVA2SFREVFBIcompatibility
Popular Discussions View All (6)
35
8 Aug, 2024 @ 6:19am
PINNED: Compatibility and Suggestions
tkonrye
10
17 Sep, 2024 @ 2:36pm
PINNED: Bugs/Performance/Weird vehicle behavior
tkonrye
3
1
22 Aug, 2024 @ 10:16pm
Tks Real Vehicle Acceleration 3
tkonrye
20 Comments
Titto Hokkaido 8 Aug, 2024 @ 11:59pm 
I think this is essential for those looking into more realistic driving experiences, making you think twice before plowing into zombies if you have a lighter vehicle
tkonrye  [author] 11 Jul, 2024 @ 5:28am 
@Skippy, todays update provided a tweak to towing and the reverse gear. After the upload, reinstall the zombie folder (while the game is not running), and the changes should apply the next time you start the game
Skippy™ 7 Jul, 2024 @ 9:26am 
I would definitely use it as an option, it's annoying that some vehicles can pull a trailer fine but can barely reverse with one to the point that you can't properly park it, but I know working around the current mechanics is annoying
tkonrye  [author] 7 Jul, 2024 @ 6:52am 
@Skippy, at the moment the reverse gear is a compromise. Its too weak for low HP vehicles but too strong for high HP vehicles. I can bump it up of course, however the way its set up, it will effect every vehicle and require a reinstall in order for the patch to work. I will look at making an adjustment (I wanted to address towing too), and leave it as an optional upgrade.
Skippy™ 6 Jul, 2024 @ 9:38pm 
I'm not sure if it's something you can actually fix, but is it possible to make the reverse gear in all vehicles stronger? They're geared lower than first gear irl however in game I've noticed that the reverse gear is almost always weaker.
Skippy™ 5 Jul, 2024 @ 4:23pm 
awesome, hopefully at some point the devs revisit vehicle mechanics so we don't need workarounds like this.
tkonrye  [author] 5 Jul, 2024 @ 2:42pm 
@Skippy, turns out the weight of the load was crushing the rear springs. I had to reduce the weight of the vehicle, and buff the spring rates by quite a bit. Sadly this means its unladen acceleration will be a little quick, but at least when its loaded you can get down the road. Not quickly mind you, but it will go. It will also need an off-road buff as it gets really slow offroad, and has some difficulty turning while loaded, but its better.
Skippy™ 5 Jul, 2024 @ 11:29am 
The M923 with the compatibility mod is unable to takeoff under it's own power when near or at it's max storage capacity, which definitely isn't realistic, just wanted to make you aware of this.
tkonrye  [author] 29 Jun, 2024 @ 7:31am 
@Paranoid&Afraid essentially the game uses engine force to move a vehicle, and its taking 10% of the "real" value as the display value. Better car physics converts that to a torque number and then applies that to a curve similar to a real engine. Thus why I say real? vehicle acceleration, as the horsepower number displayed is technically the torque value, and the horsepower number would actually be greater due to the lack of air flow restrictions of game vehicles. (eg. they done have them lol) so it takes some coding trickery to get it to display a number that represents the real value of the vehicle while providing approximate acceleration that is similar to life, of course ignoring the time distortion in the games values.
Paranoid&Afraid 28 Jun, 2024 @ 11:13pm 
Addendum: Turns, after some quick playing around in debug, the game uses the `engineForce` value for the horsepower stat in-game, only using the first three digits to display. Though, this probably means that the horsepower stat is simply a visual shorthand and that the true value is what controls the vehicle's strength and acceleration.

Other than that, if you want to take a look at the patches I made for some of the other uncovered vehicle mods, feel free to send a DM if possible.