It's not available yet. The version with UI will probably be approved on the repo tomorrow. The UI should show up automatically if you hit Escape/load the main menu.
There are different tornado strengths. A tornado gets a random strength when spawned. Maybe you're just unlucky and only get weak ones. It's definitely possible for stronger ones:
No, and I probably won't add that to this mod. I will make a standalone tornado mod at some point where this will be possible. (Technically, it is possible, but you would have to edit the code: can be found in lua/ge/extensions/dynamicWeatherMK/tornado.lua)
This is a really exciting project! It must be difficult working within the limitations of BeamNG's weather system (rain can cause some fairly major graphical issues). I find it takes quite long to switch to different weather events manually. Perhaps you could implement a weather change speed setting so we can change weather more quickly?
Quite the coincidence, but that's exactly what I've done just now I'll upload another update to the repo today which will add more settings to the UI and snow support. I've also improved foggy weather and added dynamic temperature.
Is it also possible to remove sunshine and shadows in case of rain or storm? Sun usually doesn´t shine in these weather conditions ...
Just wondering if this issue with the rain causing the glass to flicker is preventable? I find this issue on any map with BeamNG's default rain and snow effects
I don't experience this issue for some reason. I use low/normal graphics settings, so maybe it's only with higher settings? I don't know a way to fix it.
After some testing I've found its caused by Vulkan mode. I feel silly not for thinking of that before! But it may be worth mentioning this in the description of your mod to spread the info.
You added a temperature change and that's clear. Do trees lose their leaves and the ground and objects become covered with snow when it starts snowing? On all maps? It's hard to do this for all maps in a universal way. I can't check your mod at the moment. I only read the description and see a picture in a winter scenery. The second topic, maybe it will be useful. Another way to make the road slippery. The terrain and objects like bridges etc. are now slippery. Instead of changing the terrain properties, you can change the tire properties. I use this for mud and snow. But it also works well in the rain. You have to put it in LUA Vehicle (not in GE). A lot of work but greater possibilities. for id, _ in pairs(wheels.wheels) to for _, nodecid in pairs(v.data.wheels[id].treadNodes) to obj:setNodeFrictionSlidingCoefs(nodecid, pp, pp) end end id - is the wheel number (0,1,2,3,4 etc.). You can affect each wheel. pp - is the tire slipperiness. You have to calculate it. The easiest way is to reduce it when it rains. I haven't checked yet how all cars react to it, whether it's not too much interference in the car's physics if you do it in a simple way.
Thank you very much I'll try your code. If I'm happy with the result, I might use it. Regarding the snow, it doesn't change the appearance of the map. That would be way too hard to do to be compatible with every map. It only changes the precipitation particle, meaning it snows instead of rains, and affects the road condition in a similar way as rain does.
Great Mod, I hope you could add a UI system that you have to add to the game (like Tachometer, Vehicle Damage App, etc) and make that UI togglable or hidable.