Project Zomboid

Project Zomboid

Tk's Real Vehicle Acceleration (2)
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.
Paranoid&Afraid 28 Jun, 2024 @ 10:19pm 
While some of the vehicles are simply a matter of copy and paste, others vehicles have no clear analogue or equivalent within your patches. Which means that I have to trial and error things (which no doubt you have done to make many the modded vehicles from FRU or fhqwhgad's pack to behave accurately).

So, I'm kinda curious as to how you figured how values like `enginePower` correspond to a the final horsepower state within the game - cause while I think the values I have modified for something like cyt's HEMTT trucks or the unique mobile command centers from KES work-ish, I'm hoping I could make things more accurate to life if I can get your input.
Paranoid&Afraid 28 Jun, 2024 @ 10:18pm 
If you don't mind me asking a question or two...

Love this mod since it does address the incongruity between the Better Car Physics mod and heavy duty vehicles that shouldn't accelerate quickly. Other than that, I've been trying to patch some of the vehicle mods that aren't covered by your patches; namely, the Kentucky Emergency Services pack , the Special Emergency and FBI vehicles pack , that Forklift mod, and some of Cyt's standalone vehicle mods....[cont. above]
c4ptainapollo 26 Jun, 2024 @ 9:50pm 
@tkonrye Ah that's good to know. Thanks for your answer. I love mods like this that add more quirks to vehicles! I'll be eagerly waiting for the full KI5 compatibility XD
tkonrye  [author] 26 Jun, 2024 @ 5:03pm 
@Xyllisa, yeah Shark and cytts are still a wip. That mod replaces vanilla cars so its a bit more complicated as the load order would have to be very specific, so until I spend some time figuring that out (maybe doing a little lua work-around), there will be a delay on that one.
Xyllisa Meem Paradox Station 26 Jun, 2024 @ 3:04pm 
Hi, just wondering if compat with shark & cytt's cars are still wip?
tkonrye  [author] 26 Jun, 2024 @ 6:12am 
@c4ptainapollo, this would be all the vehicles in the mod. generally a vehicle has about 150 toughness front and back, after applying the mod they range from 300-500 depending upon the type. The exception to that rule being vehicles from other mods that had toughness that exceeded that value already, those I just left alone as there is generally a good reason for it.
c4ptainapollo 25 Jun, 2024 @ 9:42pm 
Quick question: "Additionaly all vehicles have had their durability increased" does this concern only the base vanilla vehicles or every vehicle in general?
tkonrye  [author] 20 Jun, 2024 @ 8:46am 
@Patba, yeah just a naming error on my part, but its the same thing. I just named it that as the "dev" version, I will see if I can get that updated :)
Thanks for the heads up
Patba 20 Jun, 2024 @ 8:14am 
Hey man, I see that there's TksRealCarPhysics2 instead of TksVehicleAcceleration2, is this correct? Steam\steamapps\workshop\content\108600\3266358894\mods
yougoodmygood 13 Jun, 2024 @ 12:32am 
nice mod!