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Mudrunner mod grip
Mudrunner mod grip





mudrunner mod grip

Trucks will need to be transported across the river to the sawmill, try to put them evenly on the deck, I haven’t tried it with a trailer, but it will probably end badly. ✔ Random truck: 2 (at sawmills across the river) ġ) On some roads, grip is worse than on the ground, sometimes you need to move off the road on inclines Ģ) Logs for repairing bridges lie at sawmills (Fox is resting nearby) ģ) There is no dirt (a couple of puddles during loading) ĥ) There are places where you can take a shortcut and get there faster (forest dwellers will indicate the place) Ħ) First of all, you must have a truck with a manipulator to repair crossings ħ) All points of intelligence are on the roads, so it will be easy to open them.įor ships: near the garage, the bridge is not symmetrical, you need to substitute the deck of the ship + repair the bridge and get to the gas station. Particle Effect scaling control system to prevent overloading and slowdown due to too many effects.Hello friends! I made this card for my stream, but decided to post it here! Rain density and wind strength reduction around vehicle if surrounded by treesĭirt/Dirt Chunks/Mud depths raise closer to the surface the more it rains, causing everything to get ALOT muddier when raining hard Light, Medium and Heavy rain types with down spray and mist generation Wind generated floating debris or leaves depending on tree proximity and wind strength Sunny, Windy, Light Showers, Rain, Storm and Thunderstorm weather types with 3 variations eachįully dynamic 360 degree variable wind system

mudrunner mod grip

This creates progressive weather that doesn't jump oddly between the extreme ends of the scale. There are 18 Preset Configurations (see below) in order of severity and the weather at any given moment "scales" up and down this range in moves no greater than 3 configurations. Weather change speed sped up 10x to test out the new progressive weather control system Static Object and Rock physics fixes for better traction Includes many custom maps (just the config files, not the maps) Terrain Types and Overlay config's modified to maximise usage of MDM. Rocks no longer roll around because you looked at them, provide realistic traction and have realistic weight. Dynamic Objects such as Rocks and Mud chunks and fallen trees reworked to act much more realistic.

mudrunner mod grip

Spinning wheels while partially underwater now produces realistic "water wheels" instead of weird splash spots. Surf spray around the vehicle totally reworked so a visible line of foam forms along the vehicle edge. Particle effects for water interaction have been updated to fix some bad looking effects. Improved Mud physics reduces grip while spinning wheels, and increases the force required to push vehicle bodies through mud to make things less arcadey. Improved Water physics reduces vehicle weight when submerged, and creates much stronger force on flat surfaces in rapids to create truly challenging water crossings Spinning the wheels, sliding sideways, pushing mud and driving fast all create their own effect variations which combine with depth based particle choice to create LOTS of variation! There are a total of 27 Particle types used over 7 variable situation dependant effects! Finally super deep down is a mix of mud and clay.

mudrunner mod grip

The top layer is dry soil with damp soil underneath, thick mud below that, and loose sloshy mud even lower still. Dirt/Mud surfaces now consist of different materials depending on depth.







Mudrunner mod grip