Project Zomboid

Project Zomboid

Tk's Real Vehicle Acceleration 3
59 Comments
tkonrye  [author] 22 Jan @ 5:54am 
So the new B42 patch is causing some crashing, I will have to work on updating the update, so some delays can be expected.
Abraxxus 17 Jan @ 7:05am 
Looking forward to B42 release! Take my energy ༼ つ ◕_◕ ༽つ
USER404 5 Jan @ 6:59pm 
Yay
tkonrye  [author] 5 Jan @ 6:54pm 
Build 42 Update, this mod should be coming soon to B42. I may have to re-release it pending what needs to be done with it :)
Titto Hokkaido 23 Dec, 2024 @ 7:43pm 
Sending you warm blankets cos of winter! Take care TK
tkonrye  [author] 18 Dec, 2024 @ 1:41pm 
Build 42 Update: So it looks like its going to be a touch more complex than just making a few folders and copying over files. As a result please be patient, I am working on this but it might take a stitch or two.
tkonrye  [author] 18 Dec, 2024 @ 6:45am 
UPDATE: Code change as of 12/18, hopefully this will fix the dreaded vehicles with no power bug that was a real pain to chase down. Also as of right now I have not tested any of the mods with Build 42. I will test it as time permits, however it is a bit of rig-a-ma-role so bear with me.
tkonrye  [author] 2 Dec, 2024 @ 6:40am 
UPDATE: there is now an added compatibility mod for Drive 90's. The Drive 90's compatibility mod also includes the variables for fuel mileage if you use that one, and of course is fully usable with TksTuners.
tkonrye  [author] 27 Nov, 2024 @ 9:06am 
glad you are enjoying it!
Just Breathe 27 Nov, 2024 @ 6:39am 
You're doing great work here, tk. This mod is fucking sick.
tkonrye  [author] 22 Nov, 2024 @ 11:12am 
Ha Ha, well thanks for that, just trying to add some mid/late game fun. Plus I just wanted an offroad suped up Yugo. Seemed legit lol. Glad your having fun with it :)
XxAchillesxX 22 Nov, 2024 @ 10:44am 
No, inside the options menu for key binding the vehicle, for up/down shift it won't take input from any button on the controller. I've tried several to make sure. The controller I've mainly used is a Microsoft one that has 2 buttons on the back like were grip fingers are. My intent was to make those up and down shift as it'd flow perfect for a manual. Your tuner mod is great though and pairs well. Never imagined it'd be so fun just ripping around in a car in zomboid. The vanilla vette and fhq stingray are fast at stock, but upgrading them makes them fly. You're definitely onto something with these mods though and I can't wait to see what you add onto it. Would love to find a way to shift from the controller though eventually
tkonrye  [author] 22 Nov, 2024 @ 6:20am 
@XxAchillesxX So when you press the button on the controller it wont change the key binding? If that is the case I guess shifts are not supporting controllers atm.
XxAchillesxX 22 Nov, 2024 @ 3:23am 
Ya I was wondering about that. I truly am curious about how the game will run with build 42. Also, I use a controller with k+m. Is there a way I could a key binding for upshift and down shift? I've tried in the options menu but it doesn't allow me to change the key. That'd be amazing to run fully manual with the controller.
tkonrye  [author] 21 Nov, 2024 @ 1:57pm 
There is a hard coded limit in the game for speed, so 120MPH is the maximum. It is something I am going to be looking at hopefully figuring out how to change, as a LOT of the mod vehicles would be able to exceed 120mph. However the faster the vehicle travels the more load it create, and the game can stutter already when spawning in high density areas. I imagine a higher speed will only make this problem greater. So it bears some experimentation.
XxAchillesxX 21 Nov, 2024 @ 1:41pm 
That's just strange. I tried each way. Bcp first and then rca3. Then reverify and do rca3 first and kept doing it. Either way it works now again with tk tuners which I planned on using anyways. I saw another mod called better speedometer and I'm using it with it now. Makes the speedo max at 160 instead of 120. I've never got to try mp yet so I'm only on single player if that matters. Is there a way I can increase top speeds? I saw in one of discussions you mentioned setting the speeds for servers. I can't get a car to go past 120 so I was wondering if that could've been the problem i.e. the car not moving for me
tkonrye  [author] 20 Nov, 2024 @ 9:02am 
@XxAchillesxX So I just verified all my files, removed TksTuners and just installed TksRVA3 and BCP. I had no issues at all it worked as intended, using the files from the download here on steam. My only guess is you did the install out of order or something? In any case I am going to update the mod with a new full install process so there is only one step making it far easier to do.
tkonrye  [author] 20 Nov, 2024 @ 7:28am 
@XxAchillesxX it shouldnt but I will check the files to be sure, that would be unfortunate if I messed that up somehow
XxAchillesxX 20 Nov, 2024 @ 4:03am 
I did it just like I previously did and it the vehicles just won't move. I was running the previous versions of this as in I didn't update it when you made the last change. Now I'm running the current version and it won't work with just bcp and tkra3. Completely vanilla and verified files no matter which vehicles I try and compatibility patches. But I just added the tk tuners mod and now it's all working. Is it possible that the newest version of this (tkra3) requires tk tuners to function?
tkonrye  [author] 19 Nov, 2024 @ 9:35pm 
@jfbarnett86, if you verified the integrity of your files, did you redo the manual install for both better car and this? I really need to streamline the install process? There is a discussion channel that may be better for this conversation, also do you use TksTuners? as that makes a difference too.
XxAchillesxX 19 Nov, 2024 @ 12:30pm 
this was working great for me. today i removed all my mods in an attempt to reduce lag. turned this and better phy back on it but it wont work. ive verified the integrity and unsubbed resubbed 3 times now with no luck. the problem is as follows. the manual trans works but the car doesnt move. the rpm stops at 2k. any ideas? in single player if that matters. im going to try to manualy delete the mods and then resub next
tkonrye  [author] 12 Nov, 2024 @ 8:16am 
Update: correction for unexpected acceleration whilst towing a trailer is now available. This update will require a reinstall of the zombie folder (or just specifically the physics portion). If you use Tks Tuners, do the reinstall from that mod, as that one also includes the corrected code, plus everything else that is needed.
tkonrye  [author] 8 Nov, 2024 @ 6:01pm 
Update: Companion Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362216552 Now that this is done I am going to get back to adding more compatibility again :)
Matchutchuc 30 Sep, 2024 @ 5:35pm 
I think it's as you say
tkonrye  [author] 30 Sep, 2024 @ 5:34pm 
I believe VVE replaces the vanilla vehicles so I believe just VVE will work. Dont quote me on it, and if thats wrong be sure to let us all know.
Matchutchuc 30 Sep, 2024 @ 5:18pm 
By 'that' I meant the patch for VVE
Matchutchuc 30 Sep, 2024 @ 5:18pm 
Hey there! If i'm using vanilla vehicle enhancer, do I still need the vanilla compatibility patch, or will just that suffice? Thanks for the hard work!
tkonrye  [author] 28 Sep, 2024 @ 12:37pm 
**Small code update today, it will help non-compatible vehicles accelerate just a tad faster, and makes sure that the new fuel mileage mod is fully functional. This is not a required update, but if you want that small change, please reinstall the zombie folder**

I will try and make these code changes an infrequent as possible, thanks everyone!
tkonrye  [author] 20 Sep, 2024 @ 1:58pm 
Just wanted to add something here, for those using automatic transmissions, you can still shift the transmission up or down gears but using the arrow keys (as a default). Please note if you do so, the automatic will kick back in only when it sees an appropriate upshift, so shift down, and it will take over again. This is only important as the new Fuel Mileage sub mods will be coming out soon, and forcing your auto to upshift while using cruise control, will dramatically improve fuel mileage rates.
NalMac 17 Sep, 2024 @ 6:53am 
@tkonrye Nice! I had a feeling it was working but I didn't have enough experience with your mod to know for sure. Good stuff.
tkonrye  [author] 17 Sep, 2024 @ 6:33am 
Turns out Vanilla vehicles animated is compatible without any changes to that mod, great work on the authors part!
tkonrye  [author] 14 Sep, 2024 @ 7:35am 
@NalMac... huh? well technically if the file names are the same (I haven't checked), the compatibility would overwrite the lua... however I think that would mess up the animations? When I get a moment I am going to have to look into that for sure, thanks for the update!
NalMac 13 Sep, 2024 @ 2:38pm 
@tkonrye Good to know. Was just curious because I am using the 2 together and things seemed fine so I thought maybe it was covered by the vanilla patch since they are still the same vehicles.
tkonrye  [author] 13 Sep, 2024 @ 2:35pm 
@nalmac it means that compatibility for that specific mod has not been created yet. Vanilla, just means vanilla, each mod requires its own separate compatibility. That said however I have added some code not too long ago that makes non compatible vehicles drive closer to the mod to help keep immersion. Those vehicle however (non compatible ones), will show incorrect horsepower values etc...
NalMac 13 Sep, 2024 @ 2:12pm 
I see that vanilla vehicles animated aren't listed under the compatible mods. does that mean the mod isn't supported or does it work with the vanilla compatibility?
tkonrye  [author] 12 Sep, 2024 @ 8:25am 
@Togna, yep I can work on that one when time permits. Just working on a bigger update atm, so it might be little while. If you add it to the compatibility discussion with a URL, it makes it way more visible for me :)
Togna 12 Sep, 2024 @ 6:58am 
Yes small town first responders!
tkonrye  [author] 12 Sep, 2024 @ 6:48am 
STFR = small town first responders?
Togna 12 Sep, 2024 @ 5:57am 
Will you be adding compatibility to STFR as well?
tkonrye  [author] 1 Sep, 2024 @ 8:50am 
@AE96Butit'sactuallybased yeah I think that could be done, its a big mod pack, however alot of the vehicles look like they may be similar models to ones I have added. I will look into this as well. Once again everyone please try to add these to the compatibility discussion, so I can easily find them again :)
AE86Butit'sactuallybased 1 Sep, 2024 @ 8:41am 
Could you add compatibility with the PKZ vanilla look-alike pack? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3217685049
tkonrye  [author] 31 Aug, 2024 @ 8:47pm 
Should copy roughly 22+ files, you may have to unsub and resub in order to force the download
tkonrye  [author] 31 Aug, 2024 @ 8:42pm 
**IMPORTANT NOTE: as of 08/31/2024 if you subscribed to this mod before this date, you must reinstall the zombie folder for the mod to work correctly, as the wrong files were included with the original upload. Trust me this WILL make a huge difference!!**
tkonrye  [author] 31 Aug, 2024 @ 2:32pm 
@NalMac, actually I had planed at looking at motorcycles and bicycle mods as soon as I finished some of the others. Honestly not sure how they will work, but I think this mod is flexible enough now that I can bend it to fit, so long story short... that's a yes!
NalMac 30 Aug, 2024 @ 9:42pm 
Could you add compatibility with bravens bikes?
tkonrye  [author] 28 Aug, 2024 @ 3:16pm 
@joaquingaciasevilla I will look into those, everyone please place compatibility questions in the discussion for compatibility or those requests will get buried (maybe) in comments
joaquingarciasevilla 28 Aug, 2024 @ 2:51pm 
pls drive 90's?
USER404 28 Aug, 2024 @ 1:36pm 
Looking great! Thanks for your effort
tkonrye  [author] 28 Aug, 2024 @ 7:30am 
@Veteran Unit, sadly the mass changes would make the results odd, the best thing to do is increase the offroad efficiency as there is already a variable in place to alter offroad capability without messing with the mass of the vehicles
☠Veteran Unit☠ 28 Aug, 2024 @ 7:27am 
can you try? i would love to try if my pc wasn't so weak