Project Zomboid

Project Zomboid

Better Car Physics
1,203 Comments
Vektor T 9 Jul @ 11:40am 
Update: now a vehicle I used to own and drive around starts the alarm at random while driving.
Neidmare  [author] 9 Jul @ 11:33am 
@Vektor T There was an issue with how cars were saved when migrating from 42.9 to 42.10, see update notes here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2909035179

All keys in the ignitions will be gone. That's the only thing I didn't manage to fix, everything else should hopefully be smooth sailing from here.
Vektor T 9 Jul @ 11:01am 
Today the mod asked to updated the folder and I did (I think it's from the last mod update, I didn't played since). Most of my vehicle keys dissapeared (I keep they in the vehicle ignition, not in my inventory). One of them also had his alarm set off for no reason (minor issue).

I used admin to get those keys back so no big deal, but not sure yet how it will affect other vehicles, both those I tagged in the map that does have a key I left in ignition or those that didn't spawn yet but should have a key in ignition.
borrowdaledrew 7 Jul @ 6:11am 
This has probably already been answered before but, Do we know why Better Car Physics flags as an incompatibility for Week One NPCs mod?
khgapt 6 Jul @ 2:11pm 
Thank you for solving the issue. I've had a few crashes on initial load of backup, but right now, everything stayed stable.

Unfortunately, my only backup was after the update (I was tearing up clothes for a while), so I still have my cruise control set up to a rocket value xD.

Here is an illustration of my car's ECU thinking she's a spaceship : https://ibb.co/Q36T0g31
It's actually a decimal value, zooming in closer on it (it's 15310.8574... on the picutre)

Does anyone know how to reset that value ? I've tried holding down SHIFT+S but it's going so slowly.

Otherwise, thanks, great mod
Гранат 6 Jul @ 12:38pm 
@Neidmare, thank you very mutch for solving this problem!
magond 6 Jul @ 12:20pm 
@Neidmare, thank you. You are a legend!
Neidmare  [author] 6 Jul @ 12:12pm 
And many thanks to all of you for helping debug this!
Neidmare  [author] 6 Jul @ 12:02pm 
The bug that causes vehicles to be deleted on game load is fixed.
Copy the zombie folder again to update.

This affects players who used mod with game version 42.9

Revert to a backup of your save file before updating to 42.10, make sure zombie folder is copied, then load the game.

It can happen that keys that were in the ignition disappear after the first save. You can prevent this by entering the vehicle once. I recommend that you enter all vehicles you plan on using, and only then save the game (by returning to menu).

If you miss a key you can spawn in a new one using the debug menu.

Apologies for the hassle! I'll have a look how I can prevent this from happening again in the future.
khgapt 6 Jul @ 9:57am 
@Neidmare I do use other mods, I added at the same time as updating this one :
Barricade hurt zombies
Cheval de frise

I run no other mod besides better car physics that modifies zombie folder.
I posted in the bug report thread. I apologize for not having done that in the first place, I'm unfamiliar with commenting and mod discussions.

actually full log here : https://pastebin.pl/view/41a1cf33

About the issue, I never read PZ's code in the first place, but if you need help testing some things, I am available to help, these days. I can test things out, or think of possible fixes in the code, if you pinpoint some specifics to work on.

I advise to deactivate the mod and restore original "zombie" files for 42.9 or 42.10 until then. This seems like the easiest short term fix, without breaking anything (nor the mod, nor the game).

Otherwise, thanks a lot, for the long time work. I've been a long time user of that mod, really good, so thanks. And good luck.
Neidmare  [author] 6 Jul @ 9:22am 
I found the cause of the issue - still not sure on how to solve it. Basically, with 42.9 the base game changed how it saves/loads vehicles. However, I didnt update the mod, since I just missed that the game was updated back then. Now with 42.10, I updated the mod, which also updated the load/save logic. This means that any save that used 42.9 with the previous mod version now has corrupted vehicles.

I think I can solve this by trying either load logic, but it will take some time to test and debug.

Thanks for the save, that will be very useful.

Going back to the previous mod version wont work unfortunately - they changed some random stuff related to bullet trails, which will cause errors when firing guns.
magond 6 Jul @ 9:18am 
1, 2 - missing car and trailer: https://ibb.co/7xjnw36g
Missing cars from the intersection: https://ibb.co/BVT2xK6V
magond 6 Jul @ 9:01am 
@Naidmare, Here are the steps: I started playing CCDA with 42.9.0, then the 42.10.0 update came out. At first, I did not replace the original game files with the files from your mod, keeping in mind possible problems. When I started the game, my cars disappeared. Then I restored the save from the archive and installed your mod. I launched the game and the cars were there. I continued to play. And then after updating Better Car Physics to 42.10.0, the cars disappeared. All the burnt cars that I had previously discovered on the map also disappeared. I tried to completely disable all modifications and this problem persisted.
Could you please provide access to the previous Better Car Physics files?
Fish n' Chips 6 Jul @ 8:50am 
Cruise control? Yes, I used it a lot.
Fish n' Chips 6 Jul @ 8:49am 
other *nearby* vehicles I should specify. Had two vans, a step van and a non-potato co. vauline that I had taken apart outside, both were still there.
Neidmare  [author] 6 Jul @ 8:48am 
@Fish n' Chips Just curious, did you use the speed regulator at some point with the van? I got a suspicion here.
Fish n' Chips 6 Jul @ 8:46am 
Specifically my perfick potato co van is gone. Other vehicles are still there. Also had a car alarm going off in the distance as soon as I loaded in.
Гранат 6 Jul @ 8:15am 
After updaiting mod, all nearby cars are deleted.
Neidmare  [author] 6 Jul @ 7:59am 
I drove around for a while to try to reproduce the missing cars bug, but could not manage it so far. If someone finds reproducible steps, please let me know.
小心肝 6 Jul @ 7:50am 
my car have been deleted :feelscry:
Neidmare  [author] 6 Jul @ 5:08am 
@khgapt That is interesting, that could be due to a change of 42.10. Are you running any other mods besides this one?
khgapt 6 Jul @ 4:13am 
I also have my game deleting cars in a loop. Error console says that the vehicle got deleted because of a BufferUnderflowException. It has done that for each car that enters the zone. Also, the speed limiter (cruise built in system) is registering a number near +infinite (some 20-30 digit number, can't be sure because it overflows on the rest of the UI), definitely confirming there are some buffer shenanigans. It might or might have been caused by me activating the SHIFT+W cruise speed, I didn't pay attention to it beforehand
magond 5 Jul @ 9:58pm 
@Naidmare, do you have any previous version of your modification? Is there any possibility for me to get it?
magond 5 Jul @ 9:54pm 
@Neidmare, After updating the modification, I have most of the cars missing. Also the burned cars from the intersection between Maldro and Rosewood are missing. It so happened that just before updating your mod, I made a backup and now I can go back to the point where there was a previous version of your mod. If you want I can give you a link to the archive of the save.
Neidmare  [author] 5 Jul @ 4:02pm 
@tkonrye Ah yes, done now, thanks!
tkonrye 5 Jul @ 3:58pm 
Neidmare, you will want to update the HELP.txt file as well just in case.
Neidmare  [author] 5 Jul @ 3:41pm 
@Dieemzie Yes thats correct, forgot to update the description. Thanks for pointing that out!
Dieemzie 5 Jul @ 3:24pm 
Is it correct that it's now 28 files that need to be copied, instead of 27?

(Just checking, I LOVE this mod, so not a single negative about it :steamhappy: )
Mr. Sandvich 5 Jul @ 3:19pm 
Thank you very much for the update! Love the mod
Goose 5 Jul @ 2:58pm 
see what i mean? it took *A WEEK* to fix this.

show me any other mod developer with this kind of support.
truly incredible.
Neidmare  [author] 5 Jul @ 2:40pm 
Mod has been updated for 42.10.
As usual, copy the zombie folder again.

Happy sunday everyone!
Fish n' Chips 5 Jul @ 11:09am 
I've not had any problems with this mod. The mod doesn't break, at least not in my experience, it just requires manual re-installation after every update due to the zombie folder being replaced. The mod warns you when you need to reinstall it.
Zarigani-san 1 Jul @ 9:42am 
@Goose
Okay,i see:spiffo:
DuKe1337 1 Jul @ 6:14am 
the same problem
Yama 30 Jun @ 9:07pm 
I confirmed with the latest b42 update (b42.10) everytime shots are fired the game throws error notification with this mod enabled, I tested it again with clean game (after integrity check) no issues, but after installing the mod (manually) error notif popped up.
Goose 30 Jun @ 11:52am 
hey everyone, JSYK, this mod breaks every time the game updates.
the developer usually works very quickly to fix the issue and launch a fix.
You can either wait or just remove the mod by verifying game files.
Alabeo 28 Jun @ 8:46pm 
I have a few suggestions for this mod.

In most racing games, if you press brake and keep holding it until car stops, you don't immediately reverse when car stops, but the brake is pressed until you let-go and tap reverse (brake) button again.

A lot of games do this! I would love to have this here.


I would also love to have something akin to "low RPM mode", where car always shifts between 2k and 3k RPM and the throttle is maxed at 70% value (so when you accelerate, the car doesn't accelerate as fast to simulate character not flooring it). When in that mode, pressing "SHIFT" or a modifier key, will allow you to press the "gas" further to accelerate the car faster and change gears later as it is now.
XLaddd 26 Jun @ 4:42pm 
Either this or the Better FPS mod crashes my game on startup.
I'm going to validate files and retry them both again though.
Goose 26 Jun @ 3:35am 
@karmafps
are you on b41 or b42?
kArMaFPS 25 Jun @ 5:09pm 
this mod a broken game, incompatible with filibuster and KI15 vehicles, update please.
Corona2172 22 Jun @ 10:38pm 
I am also curious if this works well with Vehicle Class Overhaul.
Haunraena 22 Jun @ 5:00pm 
the file for B41 is missing from the download >.<
YourLocalMedic 22 Jun @ 4:33pm 
On B41 it's driving me insane that I can't use mod options while in multiplayer; please make it so I can enable manual transmission and customize controls without depending on mod options as it's pretty broken
FranGamer<3 21 Jun @ 7:33am 
Este mod es buenisimo, muchas gracias!
CodeRedXIII 19 Jun @ 9:28am 
error occurred when looking for the file

(Steam\steamapps\workshop\content\108600\2909035179\mods\BetterCarPhysics)

windows cant find 'C:/Program Files (x86)\Steam\steamapps\workshop\content\108600\2909035179\mods\BetterCarPhysics'.

the part in the code where my computer cannot go futher is here

(2909035179\mods\BetterCarPhysics)

after this line of text im told to check the spelling and try again. what am i doing wrong?
pro 17 Jun @ 2:20am 
uninstalled mod and all cars vanished..
John Dulanius 16 Jun @ 8:38pm 
Is this compatible with Vehicle Class Overhaul?
JC 11 Jun @ 6:03pm 
Mod is undoing the fix brought in 42.9.0 where vehicles turn invisible when you're not looking at them. Other than that, brilliant mod, thank you.
Zarigani-san 6 Jun @ 10:59am 
This is a great mod.
The engine tachometer should work exactly like this.
By the way, it seems that the top speed of lighter cars is increased significantly.
There is a ridiculous phenomenon where a light, cheap, lowest grade car can outrun a higher grade car with a 4WD and turbo (which has increased weight and horsepower) of the same model.
These do not seem to respect the maximum speed limit written in the script file.
This cannot be fundamentally solved by any other method than making the car weights the same.
Is it possible to change it so that it respects the speed limit?:steamfacepalm: