Project Zomboid

Project Zomboid

'67 Cadillac Gage Commando
 This topic has been pinned, so it's probably important
KI5  [developer] 4 Feb @ 11:14am
B42 Bugs go here
This place is for B42 bugs only, every unrelated message will be deleted!

Know stuff :
-player is devoured by seats
-tires are munched up by ground sometimes, moving car will solve this

Fixed
-na
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Showing 1-15 of 18 comments
I can’t put the right front door back, the game tells me that I miss the door when I have it and I can put the left front door back without a problem
KI5  [developer] 11 Feb @ 5:49am 
Originally posted by Nightkills2:
I can’t put the right front door back, the game tells me that I miss the door when I have it and I can put the left front door back without a problem

i will check it out, thanks for reporting!
Irritant 14 Mar @ 9:49am 
Not sure if this is B42 specific, but I noticed my character taking frequent damage while driving this vehicle. Further investigation showed that this was happening because the tow bar hits the ground when you try to move forward right after going in reverse (i.e., the vehicle brakes, leans back, and the tow bar touches the ground). Although the hit doesn't look too violent, the game applies about 5% damage to the driver. After doing a few 3-point turns, your character can easily be under 50% HP. Can be avoided by braking very gently after reversing, but it probably shouldn't be happening in the first place. Maybe raise the tow bar or make the suspension a bit stiffer (it looks / feels very wobbly)?
Last edited by Irritant; 14 Mar @ 10:04am
z0ntir 25 Mar @ 7:39pm 
I have had the vehicle for some time, and I have found the recipe, but I cannot repair some of its parts, such as the doors. I have found and read the recipe that comes with the mod, I have mechanics level 8, and still I can not. What do I have to do?


I have also noticed the loss of hp when going in reverse like the previous comment.
Originally posted by Irritant:
Not sure if this is B42 specific, but I noticed my character taking frequent damage while driving this vehicle. Further investigation showed that this was happening because the tow bar hits the ground when you try to move forward right after going in reverse (i.e., the vehicle brakes, leans back, and the tow bar touches the ground). Although the hit doesn't look too violent, the game applies about 5% damage to the driver. After doing a few 3-point turns, your character can easily be under 50% HP. Can be avoided by braking very gently after reversing, but it probably shouldn't be happening in the first place. Maybe raise the tow bar or make the suspension a bit stiffer (it looks / feels very wobbly)?

Having this issue too. Sort of as you say, if you reverse fast(ish) then you can just let the acceleration slow down to a point, then you can brake or move foward safely.
Last edited by jonnieyiddo; 29 Mar @ 2:49am
KI5  [developer] 1 Apr @ 9:57am 
i'll check it out, could be some problem with how b42 calculates collision
John DayZ 12 Apr @ 11:06am 
I don't know why but the horn is permanently stuck on. Took out the battery and it was still going off nonstop, even when I'm outside the car.
Originally posted by jonnieyiddo:
Originally posted by Irritant:
Not sure if this is B42 specific, but I noticed my character taking frequent damage while driving this vehicle. Further investigation showed that this was happening because the tow bar hits the ground when you try to move forward right after going in reverse (i.e., the vehicle brakes, leans back, and the tow bar touches the ground). Although the hit doesn't look too violent, the game applies about 5% damage to the driver. After doing a few 3-point turns, your character can easily be under 50% HP. Can be avoided by braking very gently after reversing, but it probably shouldn't be happening in the first place. Maybe raise the tow bar or make the suspension a bit stiffer (it looks / feels very wobbly)?

Having this issue too. Sort of as you say, if you reverse fast(ish) then you can just let the acceleration slow down to a point, then you can brake or move foward safely.


I find with this problem the rear door is taking damage found out after awhile of having it happen and looked under the hood and found the green door was now in the red a few times!
iNDSnt 5 Jun @ 6:51pm 
There is a bug with the Small Viewport Pack. When separating and repairing each individual viewport back to 100% and combining them back into a pack it loses about 20% of it's durability instantly and needs to be repaired again.
I don't know if it has already been reported but I have problems towing other vehicles.
When I pull a vehicle, the car moves extremely slowly.

I have also noticed that the vehicle is significantly faster off-road than on asphalt.

Also I get stuck A LOT with the new ragdoll system if i drive over zombies up to the point where i can not move at all unless i turn off the ragdoll system (but i dont know if this also happens with other vehicles too)
Last edited by Backwasch; 14 Jun @ 7:16am
Originally posted by Backwasch:
I don't know if it has already been reported but I have problems towing other vehicles.
When I pull a vehicle, the car moves extremely slowly.

I have also noticed that the vehicle is significantly faster off-road than on asphalt.

Also I get stuck A LOT with the new ragdoll system if i drive over zombies up to the point where i can not move at all unless i turn off the ragdoll system (but i dont know if this also happens with other vehicles too)

I agree with this. This car has troubles with the new Ragdoll system.
Originally posted by MarcozRules:
Originally posted by Backwasch:
I don't know if it has already been reported but I have problems towing other vehicles.
When I pull a vehicle, the car moves extremely slowly.

I have also noticed that the vehicle is significantly faster off-road than on asphalt.

Also I get stuck A LOT with the new ragdoll system if i drive over zombies up to the point where i can not move at all unless i turn off the ragdoll system (but i don't know if this also happens with other vehicles too)

I agree with this. This car has troubles with the new ragdoll system.

Absolutely not alone. The new ragdoll system really does a number on this vehicle. Running over zombies can send it tumbling over easily. I've had the same consistent issue with running over a zombie, sometimes one single one, and the vehicle gets high centered on its corpse.

I've also noticed the part with it being wildly faster off-road, to the point that steering doesn't function very well, if at all. I thought it was an issue with another mod (Off-Road Go BRRR) but it still does it when I don't run that mod at all. Thought it was the trailer causing an issue so detached it as well, nope, still rocket-sled off pavement.

Until that can be fixed though, I have found if you are off road and need to not rocket around as well as be able to steer, if you feather the 'W' key while driving/turning off pavement it becomes functional as expected.
somewhatfrog 24 Jun @ 2:37am 
Hey! I just discovered that there was a hidden change in one of the latest game patches which made `offRoadEfficiency` param to affect the acceleration of vehicles offroad (basically what i tried to achieve with Offroad Go Brrr mod, so now it is somewhat redundant lols).

From my testing the values above 1.2 make vehicles faster offroad than on the road. Most of your vehicles have it above 1.2, for instance Gage Commando has it set to 4.0 which makes it comically fast offroad.

Here's the relevant decompiled java code:
if (this.vehicleObject.isDoingOffroad()) { int n = this.vehicleObject.getTransmissionNumber(); if (n <= 0) { n = 1; } float f7 = this.vehicleObject.getVehicleTowing() == null ? 0.6f : 0.8f; f4 = PZMath.lerp(0.0f, 1.0f, 1.0f - (float)PZMath.clamp(n - 1, 0, 7) / 15.0f) * f7 * this.vehicleObject.getScript().getOffroadEfficiency(); this.EngineForce *= f4; }
I have no idea why TIS haven't mentioned such a huge change in the patch notes.

Vanilla values range from 0.8 to 1.1 with a single exception of 1.3 (rancher), when value is not set in vehicle script it becomes 1.0.
Hope that helps!
Last edited by somewhatfrog; 24 Jun @ 6:46am
KI5  [developer] 24 Jun @ 9:53am 
Originally posted by somewhatfrog:
Hey! I just discovered that there was a hidden change in one of the latest game patches which made `offRoadEfficiency` param to affect the acceleration of vehicles offroad (basically what i tried to achieve with Offroad Go Brrr mod, so now it is somewhat redundant lols).

From my testing the values above 1.2 make vehicles faster offroad than on the road. Most of your vehicles have it above 1.2, for instance Gage Commando has it set to 4.0 which makes it comically fast offroad.

Here's the relevant decompiled java code:
if (this.vehicleObject.isDoingOffroad()) { int n = this.vehicleObject.getTransmissionNumber(); if (n <= 0) { n = 1; } float f7 = this.vehicleObject.getVehicleTowing() == null ? 0.6f : 0.8f; f4 = PZMath.lerp(0.0f, 1.0f, 1.0f - (float)PZMath.clamp(n - 1, 0, 7) / 15.0f) * f7 * this.vehicleObject.getScript().getOffroadEfficiency(); this.EngineForce *= f4; }
I have no idea why TIS haven't mentioned such a huge change in the patch notes.

Vanilla values range from 0.8 to 1.1 with a single exception of 1.3 (rancher), when value is not set in vehicle script it becomes 1.0.
Hope that helps!

oh damnnnn, that is good news! i will have to test that out, getting stuck on every branch ever was a huge pain! thank you for the info man, much appreciated!

to anyone having problems with ragdolls, give it some time, it is a brand new feature, everyone needs time to adjust, devs and modders
Originally posted by somewhatfrog:
Hey! I just discovered that there was a hidden change in one of the latest game patches which made `offRoadEfficiency` param to affect the acceleration of vehicles offroad (basically what i tried to achieve with Offroad Go Brrr mod, so now it is somewhat redundant lols).

From my testing the values above 1.2 make vehicles faster offroad than on the road. Most of your vehicles have it above 1.2, for instance Gage Commando has it set to 4.0 which makes it comically fast offroad.

Here's the relevant decompiled java code:
if (this.vehicleObject.isDoingOffroad()) { int n = this.vehicleObject.getTransmissionNumber(); if (n <= 0) { n = 1; } float f7 = this.vehicleObject.getVehicleTowing() == null ? 0.6f : 0.8f; f4 = PZMath.lerp(0.0f, 1.0f, 1.0f - (float)PZMath.clamp(n - 1, 0, 7) / 15.0f) * f7 * this.vehicleObject.getScript().getOffroadEfficiency(); this.EngineForce *= f4; }
I have no idea why TIS haven't mentioned such a huge change in the patch notes.

Vanilla values range from 0.8 to 1.1 with a single exception of 1.3 (rancher), when value is not set in vehicle script it becomes 1.0.
Hope that helps!

What a Legend.
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