Project Zomboid

Project Zomboid

Tk's Real Vehicle Acceleration (2)
 This topic has been pinned, so it's probably important
tkonrye  [developer] 12 Jun, 2024 @ 6:47am
Bugs/Performance/Weird vehicle behavior
Please post any oddities you find here, and I will address them as soon as I can, if possible. As of the time of this post (6/12/2024), all the vehicles have been tested and are working in our test environment.
However as modders update their mods, it can cause some "weirdness" for this mod, so feel free to let me know!
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Showing 1-10 of 10 comments
phoofaphant 19 Jun, 2024 @ 12:45pm 
this mod makes most of the vehicles handle and accelerate much more realistically, but I have found a few that maybe need some help? particularly larger trucks in filibuster's pack. Most vehicles just barely barely creep up to speed but it seems like some of the larger pickups such as the utility truck rocket up to about 15 mph, and then proceed to accelerate as normal. They also handle like they are on rails. idk
tkonrye  [developer] 19 Jun, 2024 @ 2:39pm 
First I would double check that you have the sub mods enabled, as I am not able to replicate that behaviour. I didn't check all of them, but the F700 gets to 60 in about 14 seconds (which is pretty slow compared to most vehicles), and has about a 5 second 0-30 which is about 2 seconds slower than most cars. It also handles terrible LOL, as intended mind you. The isuzu was very similar at 14.9 seconds 0-60 and about 5.2 0-30 with awful handling, I didn't test the firetruck or the M35a, abut they should be close to that performance as well.

IF you have the correct sub-mod enbabled I would double check the load order. TksRVA2 must come after the vehicle mods in question in order to overwrite the lua files, best way to find out if there is an incompatibility is check the horsepower of the vehicle in question.

The F700 should have 300hp, the isuzu (box truck or others) should have 269, the firetruck 385, and the M5a will have 427.

In any case let me know what you discover, and hopefully this information helps you to resolve the issues :)
phoofaphant 20 Jun, 2024 @ 7:32pm 
I messed around with it for a bit and I think I finally got it working right... so my mod load order is now Filibuster's cars, then Better Car Physics, then tks (2), then at the bottom is the used car compatibility. Does that seem correct to you?

Also one more stupid question, am I supposed to do anything with the "TksFRUsedCarsComptibility" in the workshop content folder?

Thanks for the help! And the mod.
tkonrye  [developer] 20 Jun, 2024 @ 8:27pm 
Sounds better for sure, load order is "car mods go here" so for example filibusters, then this mod and its compatibility mods, for example tksFRUsedCarsCompatibility, that sub-mod contains the altered lua files that work with the code adjustments.

as far as the folders are concerned you can just leave them be they are submods, and everything except the file copy that you already completed should be pretty automated from here.

Any updates to the mod generally are for the lua files, so it will work just like any other mod on the workshop.

Of course the only exception to that rule is when I alter the code, but I am trying to avoid that as much as possible and saving any major changes only for a new version... which will be a LONG time coming ha ha.

Thanks for the heads up on this, I changed the installation instructions and added a note including this information on the main description as well.

Of course you are welcome its my pleasure, anytime :)
Last edited by tkonrye; 20 Jun, 2024 @ 8:35pm
Kainchu | twitch 23 Jul, 2024 @ 4:33am 
Any ideas why when I press 'W' in a vehicle it crashes to the main menu. I have this mod and it's compatibility patches in the very bottom.

Log: https://pastebin.com/C5nDb0ec

I deactivated your mod and went back to Better Physics (Car.Controller.class) and I can drive forwards.

Cheers mate :steamthumbsup:
tkonrye  [developer] 23 Jul, 2024 @ 5:47am 
@Noma, that means that you have not installed the mod properly, so when you try to accelerate the vehicle is sending/requesting data the game doesn't have, and BAM... CTD! Simply make sure you have installed the "car controller" file in the zombie folder of this mod correctly and the issue should be resolved. In any case let me know how you get on :)

EDIT: Noma, I had another thought, the behaviour you describe may also happen if the "host" game, has the mod installed and active, but you do not. Just another thing to check, it is also related to installation of the zombie folder, so that may just be the root cause.
Last edited by tkonrye; 23 Jul, 2024 @ 6:08am
Anach 15 Aug, 2024 @ 9:46pm 
KI5 Miller Meteor has been updated for damnlib, and the ambulance and ECTO-1 are currently broken by this patch. The standard Meteor is fine, though, so I thought it might simply be an oversight. I've patched the files myself for now, until you get a chance to do so.
tkonrye  [developer] 16 Aug, 2024 @ 8:11am 
@Anach, thanks for the heads up the mod has been updated and should work with those changes!
Dato 2 17 Sep, 2024 @ 12:46pm 
Some of the cars are replaced by their shadows ( 3 D is turned on )m I can inerract with them but they are invisible..
tkonrye  [developer] 17 Sep, 2024 @ 2:36pm 
@Dato 2, I need to know which vehicles those would be, as that can be cause by a KI5 update, or by including the compatibility mod, but not including the main mod.

Eg if you used FRUcompatibility but not the FRU mod.

Sorry Dato, I thought this was a message in RVA3, please use the updated Mod for full compatibility. The above reasons could be the issue you are having, however if its due to an update, this mod is receiving little support now that RVA3 has much more compatibility, and far superior gameplay features.
Last edited by tkonrye; 17 Sep, 2024 @ 2:43pm
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