Released MK's Dynamic Weather 1.0.2

This lua script implements dynamic weather in BeamNG! (and tornadoes)

  1. Dedo_do_lula22

    Dedo_do_lula22
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    Which command appears the UI ?
     
  2. MegaKnight

    MegaKnight
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    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.
     
  3. Dedo_do_lula22

    Dedo_do_lula22
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    right
     
  4. AverageGameEnjoyer_

    AverageGameEnjoyer_
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    upload_2025-3-4_21-7-29.png

    The tornado can't even pick up a roamer, is the a bug or is it meant to be this weak?
     

    Attached Files:

    • screenshot_2025-03-04_15-47-18.png
  5. MegaKnight

    MegaKnight
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    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:

    tornadoRoamer.png
     
  6. AverageGameEnjoyer_

    AverageGameEnjoyer_
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    Is it possible to choose the tornado strength?
     
  7. MegaKnight

    MegaKnight
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    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: strength.png can be found in lua/ge/extensions/dynamicWeatherMK/tornado.lua)
     
  8. AverageGameEnjoyer_

    AverageGameEnjoyer_
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    I see,thank you
     
  9. SimulatorAdventures

    SimulatorAdventures
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    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?
     
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  10. MegaKnight

    MegaKnight
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    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.

    snow_support.png improved_fog.png
     
    #30 MegaKnight, Mar 5, 2025
    Last edited: Mar 6, 2025
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  11. SimulatorAdventures

    SimulatorAdventures
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    Great! I plan on making a video about this soon. Hopefully the update is approved tomorrow morning :)
     
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  12. Leo Zieger

    Leo Zieger
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    Is it also possible to remove sunshine and shadows in case of rain or storm? Sun usually doesn´t shine in these weather conditions ...
     
  13. MegaKnight

    MegaKnight
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    I'll look into that. Removing shadows should be possible, but I don't know about sunshine.
     
  14. SimulatorAdventures

    SimulatorAdventures
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    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

     
  15. MegaKnight

    MegaKnight
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    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.
     
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  16. SimulatorAdventures

    SimulatorAdventures
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    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.
     
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  17. Komodor

    Komodor
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    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.
     
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  18. MegaKnight

    MegaKnight
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    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.
     
  19. bluesheez

    bluesheez
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    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.
     
  20. Nissan murano

    Nissan murano
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    suggestion: Maybe snow+ rain on cars?
     
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