conKORD 10 Posted August 11, 2011 Where is problem? In real life roads is very valuable because they are only things that can provide to wheeled vehicles enought speed. Counter to it in A2 vehicles can drive everywhere at full speed without chances to stuck. Common afgan road What does this addon? 2 things: 1) Increases terrainCoefficient in cfgVehicles for all basic class to make vehicles more sensitive to off road. 2) Increases "rought" parameter in cfgSurfaces. With those changes off road speed of APC becomes about 40km/h, that's corresponds to the specifications. In forest and in mountains vehicles moves slower. For example Before: Roads? Nah. Drive everywhere :) After: You can place in editor module "QS show terrain rought" to get same picture. Affected vehicles: All wheeled vehicles. Tracked vehicles ignores terrain type, but much slower in hills and mountains. So here is new balance: wheeled vehicles very fast at roads, tracked - cool at plains, and both of them slow at hills and mountains. Islands currently suppurted: Quicksand core : all default A2+OA+BAF+PMC islands + Namalsk, Podagorsk, ToraBora, Fallujah Additions: qs_lingor - Island Lingor qs_duala - Isla Duala Looks nice, but how to force players to use it? In multiplayer, no one would want to limit their possibilities. Use addon seeker http://www.armaholic.com/page.php?id=14025 cfgPatches: quicksand, qs_lingor, qs_duala Download http://www.sendspace.com/file/beo65f Share this post Link to post Share on other sites
ArmAriffic 10 Posted August 11, 2011 cool, i'll try it out 2moz Share this post Link to post Share on other sites
.kju 3245 Posted August 11, 2011 good job, very nice presentation and thanks for sharing! Share this post Link to post Share on other sites
dmarkwick 261 Posted August 11, 2011 Interesting idea. Is it possible to link it in with the recent weather? Share this post Link to post Share on other sites
Guest Posted August 11, 2011 Thanks for informing us about the release :cool: Release frontpaged on the Armaholic homepage. Quicksand Share this post Link to post Share on other sites
icebreakr 3159 Posted August 11, 2011 It would be cool to be dependant on weather setting like DMarkwick suggested. If weather is 0.5+ (rain) the values could be much higher to simulate wet mud. I've removed wet mud from Lingor config in v1.3+ since too many people complained that their vehicles are very slow without even looking where they drive. Even gave them a hint with "*plap*plap*" foot sounds but they reported that as "omg bug, i can hear water!"... ehh. I'm glad you made this addon. Share this post Link to post Share on other sites
dmarkwick 261 Posted August 11, 2011 It would be cool to be dependant on weather setting like DMarkwick suggested. If weather is 0.5+ (rain) the values could be much higher to simulate wet mud.I've removed wet mud from Lingor config in v1.3+ since too many people complained that their vehicles are very slow without even looking where they drive. Even gave them a hint with "*plap*plap*" foot sounds but they reported that as "omg bug, i can hear water!"... ehh. I'm glad you made this addon. I don't know if TerainCoefficient or Rought parameter can be dynamic, but if it can..... then we're in :) we'd need a looping function that controls a global variable that represents a multiplier. That way X muddy conditions can be simulated for Y minutes after Z levels of rain, ramping up & down over time depending on current conditions. Islands like Isla Duala would become very different beasts in poor weather conditions. In fact I think all islands would benefit. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted August 11, 2011 Just like people complain in real life about the rain hehe, cant live with it , cant live without it. Love the idea but can see it should be handled carefully as many folks already struggle with the distances in some game modes, and now to be slowed down... can hear it already, sheesh, but it would be pefect for a small coop campaign I've been dreaming of. Struck by an idea that maybe you could use something like the pond object to simulate mud, complete with mud texture and rough mud normal and 'plap plap' sound (nice one Ice). People may be more accepting if they look down and actualy see themselves up to thier knees or axles in mud, and understand they risk getting bogged. I think many people have trouble with the terrain move rates because they lack any real visual cues other than road here, rock there, sort of stuff. Give them an extreme and they may tune into the middle a bit better Share this post Link to post Share on other sites
Tonci87 163 Posted August 11, 2011 Interesting concept. But it really needs to be tied to the rain Share this post Link to post Share on other sites
demonized 20 Posted August 11, 2011 interesting stuff, as several above stated, linking it to ingame weather would be most welcome. Share this post Link to post Share on other sites
conKORD 10 Posted August 11, 2011 I don't know if TerainCoefficient or Rought parameter can be dynamic, but if it can.... Can't. Only chanse - script, that constantly checking terrain and weather, and slowing vehicles. Not too good solution. Share this post Link to post Share on other sites
kremator 1065 Posted September 2, 2011 That's not stuck .... it's swimming ! Share this post Link to post Share on other sites
DaveP 66 Posted September 2, 2011 That's not stuck .... it's swimming ! To call that swimming is an insult to any animal who has worked out the mechanics required to stay afloat :p Share this post Link to post Share on other sites
conKORD 10 Posted September 7, 2011 T90 and MUD :eek: mym3p_zTpQw Share this post Link to post Share on other sites