1. Summary
2 Fixes
- Slippery spawns on slopes
- Brake state on spawn
3 Tweaks
- Heftier handling for heavy vehicles
- BRDM agility boost
4 Major New Features
- 4.1 Vehicle Customization
- 4.2 Vehicle Salvage & Recovery
- 4.3 Adaptive Traction, Dynamic Environment & Environmental/Weather Effects
5 Minor New Features
- Speed limiter
- First-person view mode
- Manual transmission
- Deployable camo nets
- Automated garbage collector
- Helicopter structural stress
- Open-Top Firing
6 New Vehicles
- Water
- Speedboat
- Light Cargo Boat
- MG-Mounted Patrol Boat
- Ground
- US “UAZ-452” Equivalent
- Flatbed Containers Truck
- Air
- CH-47 Chinook
7 Quality-of-Life
- Arsenal ↔ Vehicle link
- Vehicle presets
8 Already Planned
- Periscopes & view modes
9 Server Settings overview
10 Linked Feedback & Ressources
2. Fixes
- Slippery spawns on slopes Vehicles spawning on inclines slide and bounce; ensure they spawn with ground-contact flags set.
- Brake state on spawn Default to brakes-on at spawn so vehicles don’t roll away unexpectedly.
3. Tweaks
- Heftier handling for heavy vehicles Stronger engine torque and refined traction curves to reduce tipping risk while preserving top speed.
- BRDM agility boost Better uphill torque and a more powerful engine—so it feels faster and distinct from a standard BTR.
4. Major New Features
4.1 Vehicle Customization
Two possible design paths:
Deep “Attachment” Rework
- All vehicles share a core chassis.
- Swappable rear modules (flatbed ↔ troop benches ↔ command pod, etc.).
- On-chassis cosmetic layers (paint jobs, roll cages, snorkels).
Keeps the “variant” concept but unifies assets around one base model.
Light Customization Add‑Ons
- Vehicles remain specialized types (LAV, truck, etc.).
- Players choose quick-apply kits:
- Functional (RPG cage, extra armor)
- Cosmetic (paint scheme, camo stripe)
Minimizes mod proliferation—you don’t need fifty paint-job variants registered as separate vehicles.
4.2 Vehicle Salvage & Recovery
- Burned-out vehicle removal Players can “shovel” or trigger a clear-wreck animation to remove destroyed hulks.
- Tow trucks Dedicated US/RUS recovery rigs with high-torque winches—can pull stuck or damaged vehicles uphill without sliding.
4.3 Adaptive Traction, Dynamic Environment & Environmental/Weather Effects
- Mud puddles Some dirt patches become mud after prolonged rain (\~30 min), both visually and in collision.
- Terrain slowdown & stuck checks Vehicles slow or stall in mud, sand, snow—settings to control slowdown/stall thresholds and mud-puddle rates.
- Wind influence on helicopters Affects handling; adjustable via HelicopterAffectedByWind (int, default 1; >1 more, <1 less, 0 none).
- Storm events Dynamic gusts, lightning and heavy rain for immersive weather.
- Spreadable wildfires Fires can ignite and spread through vegetation, damaging—but not consuming—structures. Controlled by WildfiresModifier (default 1; 0 = no spread/damage).
*Note: A follow-up post will detail design considerations and config options for the dynamic environment system.*
5. Minor New Features
- Speed limiter Mouse-wheel-controlled VehicleTopSpeedCap limiter (km/h) for precise convoy pace.
- First-person view mode (server-controlled) Modes:
- 1st-person only (unavailable until periscopes WIP)
- 1st-person only when out of combat (10 min timer since last shot within 300 m)
- 3rd-person only
- Both allowed
- 1st-person only, but allow 3rd-person in vehicles (periscopes pending)
- Manual transmission ManualShiftingEnabled enum {Enforce, Disabled, Any} for gear & clutch control.
- Deployable camo nets Two sizes; deploy at maintenance points. Prevents engine start; turret operation TBD.
- Automated garbage collector
- Types: GarbageCollectorTargetTypes enum\[] (Car, Truck, Heli)
- States: GarbageCollectorTargetStates enum\[] (Abandoned, CamoNetted, Burned, All = not in use)
- VehiclesGarbageCollectorInterval (min) general pass
- CamoNettedVehiclesCleanupInterval (min) camo-net pass
- CamoNetPersistenceDuration (min; 0 = if targeted defaults to general interval)
- Helicopter structural stress Sudden deceleration can break rotors; varied by frame. HelicopterStressModifier int (default 1; 0 = no stress, >1 = hardcore).
- Open-Top Firing Fire seated from jeeps/open-roof transports.
6. New Vehicles
Water
- Speedboat: Nimbly zip across rivers and lakes—for quick insertion or extraction.
- Light Cargo Boat: Haul gear and supplies in tight waterways.
- MG-Mounted Patrol Boat: Lightly armored with a pintle-mounted machine gun for riverine support.
Ground
- US “UAZ-452” Equivalent: 4×4 light utility hauler (≈ 800 supplies) for high-speed logistics runs.
- Flatbed Containers Truck: Transports ISO-style containers (2 500 supplies each). Requires heavy-vehicle bays or new “Container Loading Station.”
Air
- CH-47 Chinook (Cold War era): Twin-rotor heavy lift—slower and bulkier than a UH-1 but carries massive loads of troops/supplies.
7. Quality-of-Life
- Arsenal ↔ Vehicle link Right-click an Arsenal item to load it directly into a nearby vehicle—no backpack juggling.
- Vehicle presets Save/load full loadouts (modules, ammo, cosmetics) across sessions; JSON-exportable for sharing or pre-staging.
8. Already Planned
- Periscopes & view modes Periscopes on select vehicles plus the option to disable third-person camera entirely.
9. Server Settings
9.1 Vehicle Performance & Control
Name | Type | Description |
---|---|---|
SpawnOwnershipDuration | int (seconds) | Time a spawned vehicle remains squad-locked |
FirstPersonOnlyMode | enum {1stOnly, 3rdOnly, Both, 1stOnly3rdVehicles} | Camera restrictions |
ManualShiftingEnabled | enum {Enforce, Disabled, Any} | Gear & clutch control setting |
9.2 Utility Systems
Name | Type | Description |
---|---|---|
AutoMaintenanceEnabled | bool | AI auto-repair, refuel, reload in maintenance zones |
TrailerSystemEnabled | bool | Enable trailer hitch & towing mechanics |
9.3 Cleanup & Persistence
Name | Type | Description |
---|---|---|
VehiclesGarbageCollectorInterval | int (minutes) | Interval between general vehicle cleanup passes |
GarbageCollectorTargetTypes | enum array | Cleanup targets by type—Car, Truck, Heli |
GarbageCollectorTargetStates | enum array | Cleanup targets by state—Abandoned, CamoNetted, Burned, All (not in use) |
CamoNettedVehiclesCleanupInterval | int (minutes) | Interval between cleanup passes for camo-netted vehicles |
CamoNetPersistenceDuration | int (minutes) | Exemption duration; if 0 and targeted, defaults to general cleanup interval |
9.4 Environment & Weather
Name | Type | Description |
---|---|---|
MudFormationTime | int (minutes) | Rain duration to create mud puddles in dirt spots (default: 30 min) |
VehiclesTractionModifierOnWetRoad | float | Wet-road grip modifier (default: 0.8; 1 = no penalty, 0 = ice) |
VehiclesSlownessModifierOnMud | float | Mud grip modifier (default: 0.5; 1 = no penalty, 0 = instant stuck) |
HelicopterAffectedByWind | float | Wind impact on helicopters (default: 1; >1 more affected, <1 less, 0 unaffected) |
WildfiresModifier | float | Wildfire spread & damage scale (default: 1; 0 = no spread or damage) |
Looking forward to any further feedback—cheers!