Arma 3
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Realistic Driving Terrains REWRITE
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
4.555 MB
27 Dec, 2023 @ 6:41pm
24 Oct, 2024 @ 1:02pm
8 Change Notes ( view )

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Realistic Driving Terrains REWRITE

Description


This is a Rewrite of the amazing original mod Realistic Driving Terrains by Misc yn, being now the most up-to-date version and under co-development.


Best Usage of this Mod
Servers admins, Units leaders and selective players that like to enhance realism and add a layer of difficulty for the scenarios:
  • Better restrict movement around rough topographic areas of the map;
  • Stop players from metagaming, like crossing rivers or shallows with no consequences;
  • Make "reckless" driving (much) more punishable, via customizable damage coeficients for each terrain.
All original features are deeply customizable, as many others were added, via CBA Options.


Main changes from original
detailed functioning later on by video
  • Added a 4x4 Traction System;
  • Rewritten Stuck System;
  • Rewritten Slope System;
  • Added Vehicle/Surface whitelist/blacklist for Bump, Damage and Stuck scripts;
  • Added 3 Custom Surfaces Levels for Bump and Damage scripts; - since Oct 24th
  • Added an optional "rainning system" that affects 'Stuck'. - since Oct 24th
  • Performance and General Improvements.

4x4 Traction System
Basically, the system works decreasing the vehicle's mass, acording to terrain surface type & slope angle, to simulate a stronger 'torque', working alongside the rewritten Slope System.

It also enhances de equally rewritten Stuck System, adding variety and immersion to it, but one is not dependable from other.

— Automatically enabled for Tracked and APCs;

— Manual "4x4 Gear" available (action button) for off-road types and MRAP variants Wheeled vics;

— Compatibility CBA option ('array box' type) to insert ANY other vics that eventually may not be recognized, or disired to, adding the manual 4x4 gear for those.

Stuck System
The system has been almost rewritten from scratch, as the original was a experimental feature...

— Stucks are NOT temporary anymore, and are persistant on scenario/MP, as there are now immersive and variables ways to reverse it:
  • Dig your way out of it;

      With realism/difficulty features like 'ACE Entrenching Tool required' (IF using ACE only), or 'no digging when on water'

  • Tow with any other vic;

      Via ANY towing mod out there that uses the rope system, including ACE's, when assisting with any "LandVehicle" family classname

  • Sling load with air assets that also use the rope system.

      Including automated mods like 'Simplex Support System', when assisting with any "Air" family classname assets

— 4x4 System influence:
  • Wheeled Vics with the system ON, have 3x lesser chance to get bogged down (main coeficient customizable via CBA option);

— Tracked Vics have 4x less chance (independent of 4x4 system);

— Various customizations available via CBA;

— Diferent Stuck coeherent coeficients for each soft surface type (marsh, softmud, softsandy, slippery snow, thick soft snow, water). System is now more punitive, for it's true purpose.

— Added animations, sounds, and visual stuck axis irregularity for immersion.

Since Oct 24th Update:

— Added an optional full "Rain system" which makes wet terrains increase their 'Stuck' chance (ported and rewriten from the classic "TPW Mods"):
  • Customizable rain stuck increase factor (by default 20%);
  • Optional 'Heavy rain timer' that will soften harder terrains, making them 'wet and boggy' too;
  • Customizable 'Wet to Dry" terrain worn off time, after it stops rainning;
  • Optional Visual RainFXs (performance friendly, spawned locally):

      - Rain droplets on surfaces around the player, as well as on the player's body, weapon, goggles on 1st person, and vehicle windshield when inside;
      - Water puddles, spawned in distances proportionals to player speed, which also sinalizes if terrain is still "wet" after rain stops, during a customizable time;
      - Customizable minimum FPS to spawn these effects;

Slope System
Working alongside with the 4x4 System (or not, if preferred), the system now applies diferent mass values for the vehicle, as the terrain angle changes on real time, as well as better recognizing terrains and water surfaces than before:

— When climbing steeper hills, vehicles that just can't get enought torque, will be able to, when the traction system is ON, as well as having better controlled descents (The original system, which increases mass as steeper the slope, still keeps working in paralel, adding to that)

— To counter-balance, at higher speeds and leveled, 4x4 system "holds" down the vehicle a bit due to wheels traction;

— Vehicles get more drag when driving over water.

Performance, Compatibility and Enhancements

— Performance and MP friendly:
  • No server overload;

  • Multiple Event Handlers to trigger scripts (with double-spawn inhibitor) and make sure it's ran on every situation:

    – MP Vehicle Locality change;
    – Unit GetIn;
    – Engine On;
    – Switched Seats.

  • Scripts are only spawned on the first client who completes the requirements below (and will continue running only until these are still filled, vehicle is destroyed, or the client disconnects):

    – Vehicle Engine is On;
    – Any player in the vehicle (wheter the driver is AI or not);

  • Needs to be loaded on BOTH server and client

— No dependencies other than CBA;

— EVERY vehicle from "Tank_F" and "Car_F" family classnames is compatible with all scripts, even modded ones.

— Better organized and UI friendly CBA options;

— Test mode/Debug available mid-game, via CBA Options, now automatically copies to clipboard the surface from players current position, as well vehicle classname (when inside one), in order to help setting customizable options.

— All other original compatibility mods, like the RHS and 3CB compats, still work with this one, and it's best to know that they "only" add the 'friction parameter' function.


Known Issues

— Arma issues, not the mod's:
  • While stucked, IF turning ON vehicle engine, will rotate the vic 100º clockwise due to attachment;

  • When attaching/dettaching ropes, vehicle may "teleport" a few inches around.

  • Stucks that happen in steeper slopes (above default coeficient) MAY cause physics to go crazy when unstucking or towing;

      There is already a safety feature that disables collision between the vic and units around, during these events

— IF any script/system isn't running (maybe because the script "owner" left the server), just get in, turn off/on the engine, or change seats so they can run up again!

If you run into ANY other problem, hit me up at BUG REPORT thread below


Aditional Notes

— Check Supported Maps thread for terrains compatibility;

— Requests / Suggestions will be taken on REQUESTS thread below;

Popular Discussions View All (3)
38
13 Dec, 2024 @ 9:59am
PINNED: 📋 REQUESTS AND SUGGESTIONS
R. Gonzalez
35
14 Feb @ 8:26am
PINNED: 👾 BUG REPORT
R. Gonzalez
3
4 Dec, 2024 @ 6:41am
PINNED: 🗺️ Supported Maps
R. Gonzalez
121 Comments
_mickey_ 15 Feb @ 8:41am 
@R. Gonzalez I'm glad you understood me right. Thanks!
R. Gonzalez  [author] 14 Feb @ 4:46pm 
@_mickey_ That's actually a good idea...
I'll look into to it
_mickey_ 14 Feb @ 1:54pm 
@R. Gonzalez It could be additional creaks and shaking, as it happens off-road. Such a feature would greatly improve immersion
_mickey_ 14 Feb @ 1:52pm 
@R. Gonzalez Hi! do you have the ability to add an additional shaking sound (from first person view) when any vehicle is driving off-road? That would be really cool, because right now the sound, off-road and on-road it will be the same. It would be possible to add a shaking sound if the speed is > "X" km/h
R. Gonzalez  [author] 6 Feb @ 7:44am 
@Smokkerino

Nops
Smokkerino 6 Feb @ 7:23am 
4x4 has an ACE interaction as well like the stuck system? If not any plan to add it?
R. Gonzalez  [author] 5 Feb @ 12:27pm 
@SSG

Don't worry mate

1) They despawn once player moves around a radious and never go beyond a certain number limit
2) They won't spawn if targered FPS (on mod's AddOn options) is below
3) They spawn locally for each player
4) You can disable all RainFx on CBA options

.. and no, they can't be set as simple objetcs orelse they'll have all the same form
SSG 2 Feb @ 1:52pm 
Hi, is it possible to set up the water puddles as simple objects? They pop up in zeus and I am a bit worried about performance impact, but if there isn't any performance impact then no update should be required, thanks!
_mickey_ 22 Jan @ 1:40pm 
@R. Gonzalez thank you for your answer bro!

Thank you for your brilliant mod! This will always be at the top of my precious Arma3 mod collection!
R. Gonzalez  [author] 22 Jan @ 1:20pm 
@_mickey_

Next time, adress this on "BUG REPORT" thread please
But thanks for the report

I don't have the DLC so can't solve it right now

I'll try later to look for it

Sorry