# 1. Summary
**2 Fixes**
- Slippery spawns on slopes
- Brake state on spawn
- Animation issues
**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**
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# 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.
* **Animation Issues when getting in or out of a vehicle**
Getting in a vehicle while pressing space disengage the brakes but stops the animation.
Getting out of a vehicle while pressing forward will start the engine.
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# 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.
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# 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.*
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# 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.
* **Helicopter crashes**
Crashing an helicopter should not feel like a ball on the ground. Increase the death probability too when crashing.
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# 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.
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# 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.
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# 8. Already Planned
* **Periscopes & view modes**
Periscopes on select vehicles plus the option to disable third-person camera entirely.
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# 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!