SnowRunner

Improved Realism MOD for Snowrunner for SnowRunner

Released (updated ago). Ranked 102 of 778 with 940 (25 today) downloads

Published by MaverickSu-35S (mod ID: 137703)

realism_mod.1.jpg

The work of an enthusiast to reproduce a more realistic experience through a lot of modifications within the game's physics, as follows:

- Adjusted the grip between the tire and ground surfaces to real comparable levels.
- Increased the top speed of all vehicles and carefully corrected their acceleration in an attempt to match that of the vehicles when they are empty (when loaded though, the difference is barely noticeable and I can't change that). Due to the actual physical model of the game I was constantly forced to make a decision between what goes for being more realistic as other stuff turn even worse, so I chose to have the more important aspects "simulated" for more realism at the expense of other aspects which I considered less important and let them become even more arcadish as a side effect, due to the very limited physics model of the game. An example is the mud which acts like a sticky glue. Even if you come at top speed, you'll instantly stop into it. I could not find a way to modify this strange mud behavior. In order to have the vehicles be able to reach a more real top speed (where the conditions allow for it), I was forced to put a bit more torque than required on each truck's engine. This does slightly overpower the vehicles in terms of acceleration, but with some tweaks I believe I've found a good balance for the least realism reduction.
- Better which lengths. A real which length for mud truckers can reach more than 150ft in length (>45m), but to not make it seem like a cheat, I've limited the default winch length to 30, the electric to 20 and only the more expensive one to 50m.

Installation:
1. Extract the archive's content in a temporary place. I would extract it in the same folder named "client" (as at the path below), which already contains the "initial.pak" file that needs to be modified.
2. Open the "initial.pak" file with a program called "Winrar" (the file is found at "...\SnowRunnerPublicTest\en_us\preload\paks\client") and add the whole folder named "[media]" (that you have extracted earlier) which automatically overwrites the original files after pressing "OK". You can also try copying and overwriting the "[media]" folder's content into the "initial.pak" file using your own methods, but with "winrar" it proved safe.

This mod works with all vehicles and maps. It only modifies the global physics, so it should work with any vehicle that uses the game provided tires, gearboxes, engines, winches, etc. or maps.

Enjoy and share your opinions on supporting the realistic experience ideas. I'm all for a more realistic gameplay, as I don't like arcade.

Releases

FilenameSizeVersionAddedOptions
improved_realism_v1.02.zip845.79kb1.0.2

20 comments

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VI
victoraubry916 @victoraubry916

you can improve the "no recovery" PLZ great job man

RI
ridzin12 @ridzin12

Спасибо дружище! Хоть стало играть интересно)

MS
MaverickSu-35S @mavericksu-35s

Ваш желанный друг

HC
HellCorpse @hellcorpse

Brrrrr.....Wheels configs - A small bonus to all friction - REALISM OVERDOSE.
and random power changes....
"It only modifies the global physics,"
dilettante...

Don't download it

MS
MaverickSu-35S @mavericksu-35s

The description is very clear and the provided video (long, but thorough) gives everyone the chance to see what it's all about! The physics, which include engines torques, gearbox ratios, wheels grip and winches lengths are modified according the game's model potential (which wasn't initially done to support realism) and nothing was left to chance (as much as I could obtain from the physics model). I personally can't get what you are actually looking for, if anything other than some kiddish mocking or actually being envy! What would you expect to be done giving the actual/available physics model in order to obtain a much greater realism than what I've already provided? And if so, you could at least try to detail what you consider wrong! Do you think I've made this game? No! I'm only trying to do the better of what can be done and I'm not asking for anything in return, but just a decent review! If you have a good argument to contradict or deny the correctness of my work, I'm all here to listen..., if not, that problem is yours!

I've done this job with passion and care to give everyone the better gameplay experience that I worked through to get for myself.

HC
HellCorpse @hellcorpse

"to real comparable levels"

What? Levels...How?)))) nonsense....

MS
MaverickSu-35S @mavericksu-35s

Well, you could either try some real tests and find out yourself or just watch some real footage and make comparisons. All the results are determined using both math equations as well as comparisons to real tests.

And if you consider it far from being realistic, please explain what you consider "out of boundary". You could simply say: "From how I see it, the grip is still too high or it is too low. The accelerations or top speeds are too high (or too low)". But you didn't come with any of those useful arguments, which makes me believe something else...! If you're here only to try and make a mock without a good argument..., I understand you!

DW
dw28 @dw28

I think the point is - you make very lofty claims for a mod which is, like any other of this sort, just a tweak of the arbitrary values that you can tweak in the base xml files.

If you've somehow managed to infer some real-world meaning of those arbitrary values, and applied them to real friction equations somehow... then great - fill us in! Detail how you've arrived at these particular tweaks, if the method is something besides what subjectively *feels* better to you.

Otherwise, it can't help but sound like you're slapping pretentious titles on basic, subjective numerical tweaks. I can't see what you could possibly have "simulated", unless you have access to the game's source code.

This isn't mocking... I would be genuinely very interested to see any working you've done to arrive at these findings.

MS
MaverickSu-35S @mavericksu-35s

"Genuinely very interested"? By genuinely replying to me from two accounts...? Ok! Well, I've just posted some links down here and you are all welcome to view them and stop thinking that I've just thrown some numbers out of my *** and pretend that I've reached some more real in-game vehicles behavior. Even if I would've indeed literally thrown some random lower grip values and some random higher gearbox and winches numbers I would've anyway gotten the game play more towards a simulation, but I've spent quite a good time through trial and error tests after determining what the realistic behaviors should be (the inputted in-game numbers are different from the real ones that I've pre-determined, but tweaked to offer close to real results) based on algebraic math models. There are also real life scenarios footage on youtube that can validate the results, not my words.

HC
HellCorpse @hellcorpse

I would be genuinely very interested to see any working you've done to arrive at these findings.

Serious description ... replacing multiple numeric values in cfg... Pay attention to the weight of the wheels, many trucks have incorrect basic registration. You have seen when the wheel is at speed.falls into the hole, it seems to break along the axis\buggy. This happens with the wheels of the class medium. Their mass is 200, the mass of the wheel in a physical engine is its strength... Higher strength - more the heavy weight of the car. That is, if you set the wheel mass parameter 100 to 10,000 tons of weight of the car-the wheels themselves will not get ordinary damage, but there will be a failure of any suspension and the wheel hubs will "break" ....A lot of Kolessa affects datirovanie and accost suspension... the weight of the wheels affects the physics with dirt....the heavy wheel will not fall into the mud....Interesting? Start with the correct selection of the wheel weight to the weight of the car......I hope you know what the **** I'm doing here)))English....serious but not productive))))))

MS
MaverickSu-35S @mavericksu-35s

Wheel mass tweaks? Thank you for describing how the game's physics model takes the wheels masses in conjunction with the damage modelling (which indeed has less to do with the real logics, but we take it as it was made), but how would all this relate to what I've actually been modifying? As before, most of your replies and talks are irrelevant/incoherent to actually say something.

HC
HellCorpse @hellcorpse

All the results are determined using both math equations as well as comparisons to real tests.

Who did it, where, and HOW? Simulation of sand, soil, and mud particles is primitive and impossible. 1000000000000000000000000000000 particles....Test?Where? In a madhouse of dirt and magic...

Can I see test? formula ....
I'm leaving

MS
MaverickSu-35S @mavericksu-35s

With this kind of bad attitude that you're trying to prove here, I shouldn't show you anything of how I've obtained the results for this MOD, but I'm a decent man and not your ordinary guy pretending to know things without a ground!

Again, within the very limited game physics model I was able to provide this kind of realism increase by reducing the grip between the tires and various surfaces to more realistic levels, besides the other modifications. Plain simple! It doesn't have to do with particles, it doesn't have to do with entropy generation and atoms collisions or quantum mechanics. This is all brought to a decent level of realism within the allowable limits. You're just talking all this nonsense with the hope of discrediting my work and I get it why, but that's only your choice!

The following is the math model that I've initially created for determining the maximum tires sink percentage on a AWD with DIFF LOCKED condition of remaining stuck in Spintires (the game which brought a good part of us to Snowrunner) based on real life determined coefficients:

Drive.google.com

And here's at least one reference from the many that I used:
Hpwizard.com

maximustrajan23
maximustrajan23 @maximustrajan23

jesus dude, your kinda a ****

MS
MaverickSu-35S @mavericksu-35s

I've just updated the mod's archive file witch now takes care of all the tires individual grip (initially, not all were correctly modeled as I only later found out).

I will come up with a different demo video soon to have the people see what a realistic experience is all about before downloading it!
Regards.

MS
MaverickSu-35S @mavericksu-35s

After further testing (after releasing this mod) I've found out that not all of the tires actually listen to the new grip levels that I've carefully adjusted. I'll take the time in the following days to have ALL of the tires correctly adjusted.

AY
AlexYakut @alexyakut

With what version of the game your mode is compatible? And will you update this mod later after release of later game patches?

MS
MaverickSu-35S @mavericksu-35s

Hi. It's for any version (winter, summer, no matter what other add-ons you already have). Because you only have to modify some files inside of the "initial.pak" file, it means that it's not necessarily linked to a version. Practically, after every new game update, if the initial.pak file is automatically replaced by the game update, all you have to do is to re-insert the files from the "[media]" folder that you'll have in this mod (or simply overwrite the whole folder) into the new "initial.pak file.

Indeed, if for whatever reason the developers will add or delete lines within from the current files that this mod actually replaces, then it will be my job to redo the corrections and re-upload a newer version of the mod to have the files compatible, but that's only if the developers will actually want to change the code lines within these files.

AY
AlexYakut @alexyakut

But may be a problem if developers also update initial.pak file with one of the next updates. Doing the replacement by this way you change an actual file with older one, that's not good. If you will update the mod in that case, it would be great.

MS
MaverickSu-35S @mavericksu-35s

Like I said, no matter what happens with the "initial.pak" file, all you have to do is to overwrite it's content with the one given in this mod's archive (after you extract it). I never said that you'll have to replace the "initial.pak" file. All you have to do is to re-add the "[media]" folder (that you'll extract first) into the new/updated "initial.pak" every time the game makes an update.

Only if, for whatever reason, one of the files belonging to the trucks, gearboxes, engines, wheels and winches is overhauled by the developers as they add or delete lines within them or simply change the model, then it will be my job to start all-over again and re-correct all of the numbers for the new files models to have those update as well, but until then, the above procedure is more than you'll ever need.

Let me know if something is wrong!