Wreckfest

Wreckfest

Wreckfest Realism Overhaul
Showing 1-10 of 11 entries
< 1  2 >
Update: 22 Jun, 2022 @ 12:12am

re-adjusted particle system to be a bit more gentle on low end systems but still providing a better system. Certain tracks have more particles than others depending on the racing surface it is using.

Removed any AI modifications, as they are no longer able to be modded in the current state of Wreckfest. (sadge)

Added a better description for damage model and deformation only working on Normal Damage and none of the other.

Update: 5 Mar, 2022 @ 1:12pm

Re-evaluated the particles for dirt, smoke, fire and collisions.
Adjusted the gravity values for jumps and on ground, the cars stuck just a bit too much for my liking.
Deformation and damage to vehicles have been adjusted slightly again. The cars were a bit too robust.
Use armor if you want your internal parts to survive longer.

Update: 22 Sep, 2021 @ 2:36pm

Removed Particle Effects from Mod.
Will attempt to rework them to be a bit more low-end friendly and re-introduce them at a later time.

Update: 20 Jul, 2021 @ 9:40pm

Adjusted dirt and smoke particles
- Dirt particles are now more transparent and apparent in the races
- Smoke is now slightly larger and lasts about twice as long

Adjusted AI
- AI now try to win races as opposed to just wrecking you and blowing the race for themselves

Dirt Accumulation
- Adjusted the rate and time in which is takes for a car to be fully covered in dirt. The transition is now more subtle but happens a little bit quicker.

Skidmarks
- Adjusted the Parallax settings so that skidmarks in dirt now look deeper. Attempted to make them last longer but could not find any settings for this as of yet.

Update: 1 Jul, 2021 @ 8:31pm

Adjusted dirt accumulation on cars.
- Takes 4-5 minutes for car to look heavily dirty now, 6-7 to be fully caked.

Revamped damage model and car deformation
- Cars now take even less damage when on full health, a bit more once past 50% and a lot more when on their last leg of life. Walls will do a bit less damage to the cars now when hit on their own.

Changed the physics of the track surfaces
- Cars are less stick when on the bottom of the vehicle but once flipped on it's side will stick to the ground more causing it to tumble and flip.

Update: 26 Jun, 2021 @ 11:29am

Overhauled online damage so that cars actually take damage.
Also adjusted friction values on surfaces so you no longer slide as much when flipped on your sides.

Update: 7 Jun, 2021 @ 3:28pm

Adjusted the track surface values on dirt and other surfaces as they had far to much grip when the body of the car came in contact with it. I've lowered the value significantly to where suspension matters a bit more now. If you choose stiff suspension on a track with bigger jumps or bumpier terrain and you bottom out, it will slow the car down. The effect is significantly decreased from what it was previously.

Update: 30 May, 2021 @ 6:32pm

Adjusted the way the car deforms, hits and takes damage in a demo derby. The hitter receives back 50% of the damage they do.

Update: 30 May, 2021 @ 4:17pm

Adjusted the collision matrix for derby's as they were left untouched. They should now have identical values compared to the races.

Update: 30 May, 2021 @ 3:32pm

Updated a few of the surfacelist friction values so the cars were not digging into the grass and mud and coming to a hard stop.