[WIP] Truck-Auto Simulator Multiplayer
Hi everyone 🙂
I am creating something like a car simulator / truck simulator multiplayer mod, in the perspective real-life, natural economy and self-organizing server population. I have been developing it for a very long time. I plan to upload something here. I am looking for like-minded people who are interested in this topic.
I already have a topic on the forum (off-topic section, looking for cooperation). Here I plan to publish the development process for your comments!
Thanks for attention
Puedo juegar con migo
We continue to work on the project!
A new Brute Paulton series has been added to the semi truck range. On sale will be available two versions of engines (standard and increased power) and two versions of the chassis (two-axle and three-axle). Of course, this series is based on the original model from the GTA universe.
These trucks will be in the middle and entry-priced semi trucks category. The engines are characterized by high consumption, but they are quite reliable!
It will also be possible to find very worn-out copies with high mileage and a rusty body on sale. The initial price segment just starts with these offers :o)
Possibly a sleeper model will be added. This option will allow you to leave the character to rest anywhere on the map, not just in a safe house.
We are currently testing these systems:
- Air compressor (efficiency, wear, performance versus engine RPM)
- Air brakes for trucks and trailers (efficiency, auto-braking at low pressure)
- Air suspension for semi trucks
- Receiver pressure and dashboard indication
Thank you for your attention :o)
@Partizancheg great work, I assume you are uploading this freely on 5Mods when finished? As we do not allow for advertising Patreon content this way.
@ReNNie Thank you! But our project is not about creating car models, but about creating a multiplayer mode. Therefore, the developed models are an exclusive part of it (like textures or scripts) and are not planned for a separate publication (neither paid nor free).
However, access to the results of our work (access to the servers) will be absolutely free. We are also categorically against pay-to-win model.
Is this approach enough to keep posting the progress here? Should we refuse to post links to patreon?
We are preparing additional indicators for trucks: air pressure, battery charge and turbine pressure.
Development didn't stop
Some vehicles are equipped with Traction Control System.
Start from high rpm, TCS Off:
This is the standard behavior of all GTA V cars.
Same start, but with TCS On:
Skidding and TCS Off:
Skidding and TCS On:
Comparison of starting on sports tires (left) and off-road tires (right). Offroad loss of grip on good roads and 5% loss in top speed. But it's hard to get stuck
We deal separately with Off-road systems. Cross-country ability, burying, pulling out on a cable, the effect of tires on off-road and asphalt, etc.
We are preparing more videos about off-road.
Starting with the traction control off and on
Off-road abilities are several factors. The main ones are the type of tires, engine power, AWD mode, the type of car and the ground clearance.
The first car has a powerful engine but asphalt tires. With all-wheel drive engaged, it tries to overcome an average incline.
The next car has a stock engine but off-road tires. In the process of lifting, the disengagement and activation of all-wheel drive is demonstrated.
The latter car has super off-road tires and tries to tackle a very steep incline. It also demonstrates the inclusion and disengagement of all-wheel drive on a slope.
In all cases, Traction Control is turned off, since at the moment it interferes with off-road conditions, because slows down RPM when slipping :o) Later this moment will probably be finalized for SUVs and the ability to block upshifts will be added.
Off-roading will also be affected by the ratio of clearance to chassis length. Thus, passenger cars will have worse cross-country ability than SUVs on the same asphalt tires.
Long skidding in one place will cause burrowing. In this case, you can use a cable or a winch :o)
Off-road tires have poor acceleration and lower top speed on asphalt roads.
Each tire has 2 health values: remaining tread height, and tire cord wear. Various factors affecting the wear of each of the factors. Tread thickness will wear out in most cases due to slipping and skidding of each wheel. Whereas the tire cord wears out due to the hard impacts of the wheel.
Off-road tread wears much longer than asphalt tires, but the tire cord wears out more.
We are planning to launch closed beta testing server. If you are interested, please PM me.
Our project is not abandoned!
On the contrary, all this time, dense work was carried out. We planned to launch a closed beta server in March, but the difficult situation of our friends and team members in Ukraine postpones this date indefinitely
As soon as there is such an opportunity, we will make a publication about it. According to the rules of this forum, we will provide completely free access to all our servers for all users of this forum.
Authorization is tied to Rockstar Social Club ID. The password can be added later.
Beta version of the manual transmission. Most useful for commercial vehicles and sports cars.
Added clutch pedal! If the start is inaccurate, the car may stall. If there is a lack of torque, the car may stall when starting (for example, uphill or if the engine has lost power)
The battery charge can be determined by the brightness of the headlights. If the engine is off (if the alternator is not running) then the brightness of the headlights depends on the remaining battery power.
Hence the reverse rule, if the brightness of the headlights has noticeably dropped while driving, then the generator has broken down and the battery is not charging from the engine)
you can also determine how low the battery is by the degree of drop in the backlight of the dashboard while the starter is running.
This behavior is only for cars with halogen headlights.
All car dealers have their own patterns of cars they sell (models, prices, condition, etc.). This video has been sped up many times to show the process of generating proposals.
As planned, before buying, the player can inspect each car, check the identification plates with the ad, check the ownership documents and even carry out diagnostics. We'll show you how it looks later.
At the initial stage, we will not add many third-party DLC, so that the mod would be easy to download (only 300 mb will be downloaded on the first connection). Therefore, we place car dealers in default map places. At the initial stage, there will be about 20 of them. Here are some examples:
Brended MTL only
Flea market of commercial vehicles with mileage
Ordinary used cars
Semi trucks and trailers
Packer - model without a sleeper
List of banks where it will be possible to open an account for an individual or for an organization.
Organizations can be created in two types: commercial and non-commercial. Municipal organizations in the first stage will be predefined, players will not be able to create them on their own. Any property can be acquired in the name of the organization (under a power of attorney document).
The database of items is filling up, we are adding each type of disk in several sizes to the mod as a separate item.
Some actions near vehicle:
As planned, all communication between the players will be on the built-in forum, which will also be available in the browser. However, all activity on the forum is not performed on behalf of the account, but on behalf of each character. This forum is fully RolePlay zone. We don't know if this concept will catch on or not, otherwise we plan to make a tight integration with Discord.
Vehicle Title example:
Sorry about non-english texts on WIP videos and screenshots. The interface language is automatically linked to the native one in GTA Settings. We will add many languages, but for now the base UI language is English.
If you have a desire to help us, please write to me. Thanks!
A little about off-road physics.
In our opinion, native GTA physics is very arcade and boring.
We recognized approximately 50 types of ground surfaces. Of these, there are approximately 12 groups of very different surfaces, from asphalt pavements and metals, to quicksand and mud.
For each surface, we set several characteristics (friction, fluctuation, depth, resistance...). The rain factor greatly influences these characteristics.
For each class of tires, the characteristics are also set for hard coated and soft. Off-road tires always have better flotation, but worse performance on hard surfaces. And vice versa for asphalt tires and slicks. For each model, cross-country characteristics are set, taking into account ground clearance, vehicle geometry, weight-to-tire size ratio, and some others.
Scripts calculate all the above factors (for each vehicle wheel on ground) and change the behavior of the car.
The final result is absolutely not similar to native physics! Forget about rides over hills and swamps on Futo! From now on, a loaded truck will easily get stuck in the mud in rainy weather. If you fly off the highway into the grass in a low sedan, you will very likely need a tow truck too!
Also, many models have different all-wheel drive modes. Now there are 4 of them:
- Allways full drive
- On request (toggle when vehicle is stopped)
- Analog clutch all-wheel drive (can toggle in motion, there is an automatic mode)
- Dynamic redistribution of torque (most modern and advanced)
The indicator on the dashboard is show current AWD mode.
Several videos with different tires, surfaces, models for demonstration:
Fivem mods go on there site this is a single player site i feel you advertising here isnt the right place for it
Firstly, we are not use fivem secondly, we do not advertise the mod, we advertise a ready-to-play server that will be launched in the future At the moment there are no plans to distribute the mod separately.
In the rules of this forum, we did not find any restrictions for our project. Additionally, I wrote to the moderator to clarify this point.
I was going to say I didn't see anything related to FiveM in your post so seemed fine to me.
I'm really interested to see more of the offroad physics part. You guys are doing some great stuff!
We have launched a test server.
Right now there isn't much available. You can create characters, car dealerships are functional, you can buy vehicles and refuel them. In the next update, the option to take cargo transport orders will be introduced.
Also there are several vanilla-models present on the server (only those whose authors have granted me permission).
If you're interested, feel free to message me, and I'll provide instructions on how to connect to the server.