Good to know, I only metioned the simulation because whenever I use a T-Series or something, the UI gets red really quick and because I didn't know if it could be trusted or not
Just a idea- on how a deflated tyre instantly reads 0%, could the reverse apply for when a tyre is are very hot and then reach 0%? Or just when the tyre reaches 0%, maybe this is something that can be toggled on and off? Just putting it out there for the people that rip skids, and want the tyres to pop/deflate once the tyres are fully worn out. But then the guys using the mod for racing might suffer, where a toggle for this feature could be useful?
Hello, I noticed that the mod also extends to the snowman, as soon as he gets out of the car, an array of data is immediately created, perhaps in future updates, it is worth taking the snowman as an exception for the mod, perhaps this will even have a positive effect for optimization
hey there, using a go cart and wanted to do some like really realistic racing, but my tires kinda just go to cold and stay there, any way to fix this?
This is some great addition to the game! But I'm wondering about something. Ever since I started modifying automation tyres I've noticed they like to generally wear out faster compared to beam tyres, so what tyre parameters does this mod take into wear and temperature calculations?
Please transform the mod to not apply to traffic vehicles, so not causes huge fps drops and stuttering with spawned traffic!
1) Are there any planned changes in tire pressure depending on their temperature? 2)Changes in the rate of heating and tire wear on different surface materials? 3)The tire is not cooled in water, like brake discs or the engine!?
I´ve mentioned it in another place: with this enabled (and same with Luuk´s drafting mod, too), the performance statistics test batch isn´t working anymore.
Will I be able to start with cold tires one day? because that would be perfect for drag racing, this would actually make burnouts beneficial
I second this. Apparently the unicycle is also a tyre lmao. Try nodegrabbing it from another vehicle and wiggle it around. It should create an instability with a fatal lua error in the console. I don't really know how to copy it, but it's something-something "scripts_LuuksTyreThermalsAndWear_extension.getGroundModels()". This is extremely exploitable in BeamMP (unless they check the "disable pausing caused by instabilities" in the options).
lucky4luuk updated Luuks Tyre Thermals and Wear Mod with a new update entry: v1.3: Update for 0.31 Read the rest of this update entry...
have been testing this mod in v1.3. Drove 50 km almost straight in 90 kph. Tire wear is 93%. Don't actually think it's realistic. Tire life has to be significantly longer. While racing and drifting it might be kinda accurate. But also it wears too fast. And there is no even any difference when you drift a 200hp car and 800hp car. In real life there would be a huge difference in tire wear. Hope it'll be fixed in the next updates
I agree with you, I had to remove this mod because tire degradation was just too much. You can't even cruise with a normal car otherwise your tires will be gone and you won't have any grip. This mod is only good for cars with race tires and only when you are on a race track, anywhere else, it's impossible to have a normal drive without loosing grip after 5 minutes.
absolutely love the mod but the ui app kinda buggs out when having more then 4 tyres to display. when using any truck with 6 tyres or using the 6x6 D-series for example, they all decide overlap in to 2.
Thanks Anon, a UI refresh is on the list but currently the priorities are thermals first, then wear, then UI. I'll look into the issue though and if it's a simple fix I'll add it in one of the next few updates Edit: Apologies I thought this my version on tyre wear and thermals XD check out the redux version which is in active development https://www.beamng.com/resources/tyre-wear-and-thermals-redux.29934/