MegaKnight updated MK's Dynamic Weather with a new update entry: Improvements to Career Support and Tornado Read the rest of this update entry...
for some reason some cars dont use their lights yet they look like they do but no "light" is seen on ground but. then others do use their lights and you can see them. which is weird idk whats going on or if its me or something else at play wait sorry now all cars are using them. im guessing that cars only dont use them but look like they do when it rain/snows etc.
This is an awesome mod, but regardless of what map I'm on, and when I do the checkbox to skip it, the second I activate the weather it instantly spawns a tornado.
Thanks for the great mod! It seems that it is working quite well. I am actually using this towards research usage, so I am wondering whether there is a place that I can manually change the friction coefficient etc.? For example, now I have three surface properties: dry, wet and icy. But I would like to know the friction coefficients for them and also is there a way to change it manually or gradually changing it. If it is some line of code that I can just easily change the value etc. The visual effect is less relevant for my usage, but the friction effect of the icy setting is fascinating and I am wondering whether there is a way I can tune it myself. Thank you so much and looking forward to your reply!
Thank you! There is a file containing all ground model data within the game files at gameengine.zip/art/groundmodels.json. I'm using ASPHALT, ASPHALT_WET and ICE for this mod. You can add your own groundmodels with custom parameters to one map by copying the file to /levels/<mapname>/groundmodels/groundmodels.json and adjusting/adding entries to it. @Artistterrymartin has some great tutorials about this on his youtube channel. You can also use lua to change a groundmodel. The current code of this mod is only able to change to already existing groundmodels like APHALT_WET etc, but cannot create custom ones. In a previous version, I used code that could create and apply custom groundmodels, but that was causing bugs (see previous pages, cars sink into the ground). I've attached the old code in case you're interested. For the current code, check lines 166 to 229 at /dynamic_weather_mk_repo_v1.zip/lua/ge/extensions/dynamicWeatherMK/weather.lua. There are also some console tests I've documented (most of them didn't work, but the last one does). The current code can still apply custom groundmodels if they already exist from a custom groundmodels.json, but I couldn't find a way to make such a file available on all maps (without overwriting files from the base game, which is not allowed for a repo mod). You could change the groundmodel gradually to become more wet/slippery over time, but there are a few issues with that. First, you would need multiple custom groundmodels with gradually decreasing (?) friction coefficients (using the current code - would be a lot easier with the old one). Second, there would be a slight pause/lag everytime you change the groundmodel, as the collision has to be reloaded. The larger a map, the longer the lag. But it would be possible. So it's not just a single line of code. It requires a lot more work. I hope that's helpful to you
Thank you so much for your detailed reply! This is definitely a lot more helpful answer than I expected!!! Really appreciate your fascinating work. Although I might need some time to figure it out how this works, I will look into this more closely and let you know if I have any further questions. Wish you a wonderful day