Disclaimer: ONLY XML tewaks. Not crazy ones, very balanced and definitely never ever OP. Less than 1 mb for those who need to care.
Contents: Tweaked Trucks as Mod: P12W, P16 and Derry 4520 - "the three heavy stooges" of US maps.
Goal: The US Heavies are meant as a balanced mod and not a fun/op mod, sitting right in between the heavy RU and most medium 6x6 trucks. So with heavy load it shall perform better than a GRAD/Tayga.
Request for comments open. And yes, I know these mods are not OP. They shall be on the usable, but fun side of life being balanced. Each truck shall have some character. If you make a mistake, you will be still punished. It still won't fly across mud. But they should be now a nice option in the heavy class, especially for logging tasks with heavy trailers. As all three can transport long logs, P12 has the CATs medium log addon plus option for a medium log trailer. I personally like to play US trucks on US maps and RU trucks on RU maps.
Gameplay and list of major changes:
* all three get access to a slightly longer and more powerful winch. Unlocked at a sufficiently high level. Its an offroad driving simulation, not "World of Winching". All three have access to "mudchains", so these will work on icy roads way better than current chain implementations. These are derived from the P16 Offroad Tires, with chains you get a bit less grip in mud. KOLOBS as-in-game-benchmark are mudmonsters and very stable - so let these fat and stable RU rule mud & snow and the US counterparts shall have different strengths. Agility, gimmicks, style - whatever.
* Pacific P12: 25t weight (unchanged), got the CAT745 medium log carrier, with 250 to 275 K torque a perfect medium log transporter. "Special gearbox", so its not exactly fast. It never was in real life. Three tiresets available - all are dual rears. One is "stock", one is derived from P16 and the other is the chained version. Grip numbers in description. The chained ones are less "muddy" than the P16 Offroad tires - for sake of gameplay. Not one set to rule them all... Adapted the center of gravity, so it feels acceptable with respect to tipping over. Its neither as stable as a KOLOB nor as fast on its back as a drunken blonde in springbreak, as it was before ;) Have not tweaked the "not existing snorkel," so its the worst of the three in water and far away from being a submarine. But the one with the most ingame options with respect to addons.
* P16: Still 25t, shipped with offroad gearbox. Two tiresets available, got also some chains which do not suck in mud (see P12). Center of gravity tweaked. Steering angle increased, so that it can reverse better with a long log addon, now more agile than a P12. Its neither tippy nor "rock-stable". Still "special gearbox", so it isnt fast. The "original" had a topspeed of only 50 km/h with 500 HP. I suggest to start at 250K and go up to 300K torque as it does not have AWD (+25K torque with respect to P12 feels really OK). Climbing steep hills is as lacking AWD nots its best feature. But: as long as you have grip, that shall be the strongest truck. And you get a long winch for only 1 Credit, I'd take this. The Kolob with its 4 axles and all driven is still way better in mud, climbs better and will hardly tip over. If you prefer "A", stay with Kolobs.
* Derry 4520 got 8 of the "P16 front tires" as well as a set of chains to work on icy roads. Grip numbers in the description as soon as changes to stock tiresets were made. The suggested engines shall start at 225K torque and I recomment not to use more than 275K. That truck fully upgraded is now a nice nimble heavy, its also fast. Weight was reduced to 18 tons (Oshkosh 1070 according to Wikipedia). Its therefore less heavy and by gearbox way faster than the Pacifics. Gearbox with respect to stock parameters unchanged, but you get an offroad gearbox as the only option. Stengths: fast, agile, access to chains. Will still use a lot of fuel. Way not that stable and foolproof as the Kolobs, but its IMHO the best and most fun of the US heavies now.
Background: For those who care... I am trying to use real world physics as "balance" to push the US Heavies, but without creating another KOLOB. So the US Heavies are meant as a balanced mod and not a fun/op mod, sitting right in between the heavy RU and most medium 6x6 trucks.
As the game is a physics implementation, sometimes with "quirks" - and thats why some of the early implemented US vehicles simply did not work.
Fact #1: Power is proportional "TORQUE times RPM". Normally, standard 6x6 have 250-400 HP, heavies start at 400 to 700. As any Diesel engine has typically 2000 RPM and there are different tiresizes available, any normal application would use a gearbox to adapt to wheels. A "heavy" 700 HP engine has twice the engine-torque as a 350HP medium 6x6.
Fact #2: Gearboxes are theoretically torque converters. High RPM and LOW torque is traded for low RPM (enginel) and high torque (wheel). Thats why anyone wants to shift down at a hillsite. And thats not properly integrated by the ingame-gearbox, likely as convenience for console players & "kiddies". And this "torque at the axle given" implies, that any torque to a large wheel will result in less force with respect to ground as a small wheel will deliver. But the large wheel will drive faster at the same angular speed. Thats how the gearboxes in game work, they restrict the angulat speed. So 300K torque to an 80'' wheel will result in the same force to ground as a 40'' wheel with 150K, but allow twice the speed when using the same ingame-gearbox. Makes sense. Not. A common medium 6x6 truck has in the real world 250-350HP, heavies start with 400 to 750 HP and are slower in top speed. A stock 6x6 with approx 11 tons (ingame weight) has a torque between 150-210K implemented using a 43-50'' tire. Using 175K torque and 50'' wheel, thats for the 25 ton "big boy" with 59'' already 210K torque needed to have the same force with respect to ground at the same vehicle speed. Having to move twice the mass. And these 210K are the strongest engine vanilla US Heavies have currently implemented and thats, why these do not work as expected. So its not exactly "cheating" to use 250K torque for a 25 ton truck with 60'' wheels.
Fact #3: Tire width and size is ingame only used for "trackwidth / height above ground " and thus, stability. Traction is (IMHO) calculated from tire weight times friction. So a 200kg tire with 2.0 friction behaves the same as 100kg with 4.0 friction. Having a mud tire is twice as wide as a standard single one - the game does not care and that needs to be reflected by the friction coefficient.
Therefore, I have implemented a set of different engines for these havies, that allow you to select a certain torque (to play wound with) as well as some new tires, which take tire size and width for contact patch size into account. Enginewise, I suggest to start at 225K Torque with P12 as thats not exactly "OP". My impression is, that any of the Heavy US vehicles works well with 225-275K. P16 makes some fun at 300K. Theoretically, you ***** justify even more, as the heavies have typically twice the power of a medium truck. But as most cargos in game are too light - thats why 275K is ok. The Derry 45 with its high speed and keeping "power is torque times speed" into account - its OK with 275K torque max as its also "fast". So its in game the most powerful truck if you compute a vitual "power" number from maximum angular speed speed x torque. Feel free to give the slow P16 even more torque.