Page MenuHomeFeedback Tracker

[Rework Request] Vehicles
New, NormalPublic

Description

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:
    1. 1st-person only (unavailable until periscopes WIP)
    2. 1st-person only when out of combat (10 min timer since last shot within 300 m)
    3. 3rd-person only
    4. Both allowed
    5. 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

NameTypeDescription
SpawnOwnershipDurationint (seconds)Time a spawned vehicle remains squad-locked
FirstPersonOnlyModeenum {1stOnly, 3rdOnly, Both, 1stOnly3rdVehicles}Camera restrictions
ManualShiftingEnabledenum {Enforce, Disabled, Any}Gear & clutch control setting

9.2 Utility Systems

NameTypeDescription
AutoMaintenanceEnabledboolAI auto-repair, refuel, reload in maintenance zones
TrailerSystemEnabledboolEnable trailer hitch & towing mechanics

9.3 Cleanup & Persistence

NameTypeDescription
VehiclesGarbageCollectorIntervalint (minutes)Interval between general vehicle cleanup passes
GarbageCollectorTargetTypesenum arrayCleanup targets by type—Car, Truck, Heli
GarbageCollectorTargetStatesenum arrayCleanup targets by state—Abandoned, CamoNetted, Burned, All (not in use)
CamoNettedVehiclesCleanupIntervalint (minutes)Interval between cleanup passes for camo-netted vehicles
CamoNetPersistenceDurationint (minutes)Exemption duration; if 0 and targeted, defaults to general cleanup interval

9.4 Environment & Weather

NameTypeDescription
MudFormationTimeint (minutes)Rain duration to create mud puddles in dirt spots (default: 30 min)
VehiclesTractionModifierOnWetRoadfloatWet-road grip modifier (default: 0.8; 1 = no penalty, 0 = ice)
VehiclesSlownessModifierOnMudfloatMud grip modifier (default: 0.5; 1 = no penalty, 0 = instant stuck)
HelicopterAffectedByWindfloatWind impact on helicopters (default: 1; >1 more affected, <1 less, 0 unaffected)
WildfiresModifierfloatWildfire spread & damage scale (default: 1; 0 = no spread or damage)

Looking forward to any further feedback—cheers!

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Additional Information

10. Linked Feedback & Sources

Event Timeline

Ciberdead created this task.Fri, May 2, 9:18 PM