Project Zomboid

Project Zomboid

Tk's Real Vehicle Acceleration (2)
tkonrye  [developer] 24 Jul, 2024 @ 2:03pm
Tks Real Vehicle Acceleration 3
Just wanted to toss up a sneak peek into the next version of this mod.

I am shifting vehicle parameters back into the lua files, adding working 6 and 8 (and technically 7) speed transmissions, changing the effect of vehicle mass on drag, so heavier vehicles will "feel" heavy.

The Gear ratios will now be active in the Lua files so each vehicle can have unique gearing to more closely emulate how the vehicle would actually shift.

A Towing efficiency modifier is being added, and is alterable with the lua files, so each vehicle can have its own custom towing capability now as well. Towing will still be WIP as its... well lets just say it works in mysterious ways ha ha!

RPM profiles have been shifted from "hard coded" values represented by a type. eg.. sport, compact, etc..
The vehicle RPM profile is now controlled via the lua files so each vehicle can have an engine that is unique with different torque curves, maximum RPM, optimal shift points etc...
engineRPMtype now represents NA, or FI (forced Induction) using NA, NAGross, Turbo, etc, and will alter the power and torque curve of the vehicle. For example Forced induction vehicles tend to have a flatter curve than NA.

Power from the crank to the wheels is now represented in game. This means that a 500hp vehicle is less different from a 300hp vehicle than before as the power transfer loss from crank to wheels is greater on a more powerful motor than on a weaker one.

Tire size has also been introduced, and although it cant be altered by changing the tires, and isn't visible in game... yet, it does make a difference on acceleration and top speed. At some point I hope to transfer this to the tires themselves allowing players to alter the tire size on their favourite vehicle to alter its acceleration characteristics in game, however for now, at least its a thing :)

Right now this is a WIP, however most of the "hard" work is done, just creating some basic compatibility for the vehicles (FR used is done, and FHWQ's is WIP as of the date of this post).

I just wanted to let everyone know that some good stuff is coming down the pipe in the nearer future :), and provide an excuse for slow dev on the current version.
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Showing 1-3 of 3 comments
c4ptainapollo 22 Aug, 2024 @ 3:41pm 
This is awesome can't wait to see final product. How far can you push the boundaries in terms of having cars with different transmissions (automatic vs standard transmissions w/ clutch engagement) and more varied engine sounds? (4cyl vs 6cyl vs 8cyl, etc.) I'm assuming that it is limited to what the devs have in place at the moment but still curious!
tkonrye  [developer] 22 Aug, 2024 @ 8:09pm 
@c4ptainapollo HA HA, good timing I am just posting tksRVA3 on steam as we speak, and I will post a link here and in the main description of this mod. Standard vs automatic is still controlled by the all or nothing selection at the moment. I am taking some time to add more compatiblity, then a short break, then I am looking into the ability to code a variable that will be assigned to a vehicle giving it a standard or auto so each vehicle will be unique that way.
Engine sounds sadly are part of a different system, and I dont own the studio that changes them and quite frankly its a little beyond my skill set, hopefully someone else picks up on that and I can add it in.
Last edited by tkonrye; 22 Aug, 2024 @ 8:09pm
c4ptainapollo 22 Aug, 2024 @ 10:16pm 
Awesome! thanks for the info, I can't wait to see it :D
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Showing 1-3 of 3 comments
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