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Tornado Physics FS25
*** KNOWN DEVELOPER TOOL LIMITATIONS *** 1. If you use external developer tools (like EasyDevControls) to fast-forward the game clock by several months in a single frame while a tornado is active, lingering vehicle smoke and fire visual effects may freeze on affected vehicles. 2. Under the same extreme fast-forward conditions, the 24-hour automatic damage repair countdown will pause. To resume and trigger the repair sequence normally, simply fast-forward time through a standard game mechanic, such as utilizing the in-game sleep timer. 3. PERFORMANCE NOTICE: If a large number of vehicles are grouped closely together (such as when utilizing vehicle-stacking mods like Used Equipment Yard) and are hit simultaneously by a tornado, you may experience brief periodic screen freezes/stutters while the storm traverses the area due to heavy engine-level structural calculations. Note: High-speed time acceleration and baseline simulation gameplay function flawlessly under normal conditions. Note: These behaviors only occur when utilizing external developer tool command overrides; normal high-speed time acceleration and baseline simulation gameplay function flawlessly. Experience a true destructive weather event! This mod adds a high-performance tornado capable of interacting with the game's physics engine based on mass. FEATURES: - Powerful Lift: Capable of lifting heavy tractors and fully loaded trailers - Livestock Danger: Tornadoes can kill animals in pastures (Configurable) - Geo-Fencing: Prevents vehicles from being thrown off the map - Map Support: Auto-scales radius for 4x, 16x, and 64x maps - Safety: Player ejection system and indoor safe zones (Barns) - Custom Particle Effects & Audio For bug reports and updates, visit: https://github.com/whitevamp/FS25_TornadoPhysics ------------------------------------------------------------------------ ADVANCED TUNING (NEW CONSOLE SYSTEM) ------------------------------------------------------------------------ For power users who want a specific experience, you can override the auto-settings using the console (~). Settings are automatically saved to: "modSettings/TornadoPhysics_Config.xml" MASTER COMMANDS: This update introduces a centralized command system. You no longer need to remember 20 different commands! Use 't_help ' in-game for full details on sub-commands. 1. PHYSICS CONTROL (t_physics) - t_physics radius : Manually override storm size (Default: 35) - t_physics power : Change ejection strength (Default: 20) - t_physics heavy : Set mass threshold for heavy vehicles - t_physics fence : Set distance from map edge where physics stop - t_physics lift_bales : Toggle handling of bales/pallets - t_physics lift_logs : Toggle handling of logs - t_physics indoor_damage: Toggle damage to vehicles inside sheds - t_physics randomize : Force a new random Tornado size and EF rating 2. MODULE SETTINGS (t_set) - t_set save : Save your current configuration to XML - t_set cargo : Toggle Cargo Spilling System (Default: OFF) - t_set husbandry : Toggle Animal Lethality (Default: OFF) - t_set destruction : Toggle persistent vehicle destruction (Default: OFF) - t_set recovery : Toggle the hardcore Emergency Tow bill when resetting to the shop (Default: OFF) - t_set mapui : Toggle the Map UI overlay ON/OFF (Default: OFF) 3. VISUALS & AUDIO (t_sfx) - t_sfx sound : Toggle Siren Audio ON/OFF - t_sfx ring : Toggle Debug Ring (Visual Safety Zone) (Default: OFF) - t_sfx fire_random : Toggle random fire ignition for vehicles 4. HARDCORE TUNING (t_tune) - Fine-tune the simulation constants live. - Commands: suction, lift, chaos, bale_orbit, hover, max_speed, purge_time - Example: "t_tune chaos 20" (Makes the tornado incredibly violent) 5. MASTER RESET (t_reset) - Factory reset your settings if things get out of hand. - Commands: all, physics, tuning, cargo, husbandry - Example: "t_reset all" 6. DEVELOPER TOOLS (t_dev) - t_dev hud : Toggles the on-screen Physics Telemetry UI over nodes - t_dev verbose all : Enables master logging - t_dev pos : Toggles real-time coordinate tracking for the tornado node
- Complete Code Rewrite: Moved to a modular architecture for better stability, save-game safety, and performance. - Added API: Allows other mod authors to tie into different aspects of the mod (see the README in the API directory). - New Master Command System: Replaced fragmented commands with t_help, t_physics, t_set, t_sfx, t_tune, and t_reset. - Added Cargo Spilling: Trailers caught in the storm will now dump their contents (Uncovered: 100% loss; Covered: chance to leak/pop open). (Default: OFF) - Added Vehicle Destruction: Vehicles, trailers, and implements caught in the storm will now physically lose parts, featuring an in-game 24-hour auto-repair function perfectly synced to your save game. (Default: OFF) - Added Hardcore Recovery: A dynamic vehicle billing system. If you reset a tornado-damaged vehicle to the shop, you will be charged an itemized tow and repair bill based on exactly how much damage the vehicle sustained! (Default: OFF) - Added ADS Support: Integration with the "Advanced Damage System" by id577 (Minor damage at 15s, Moderate at 30s, Total Destruction at 50s). - Added Siren Warning: A tornado siren will now loop for 3 minutes when a storm spawns. (Default: ON) - Readjusted Husbandry: If enabled, the tornado will detect if a barn has an outdoor pasture. Animals are only safe if the barn is strictly indoors; if an outdoor pasture is detected, they will not be safe. Note: Modded buildings that do not use standard GIANTS meshes may not be detected correctly. - Added Cross-Mod Support: Integration with CompassHeading by RocklandUSA Gaming. If you have the mod and a tornado spawns, it will show up on the compass along with the tornado rating. - Added Dynamic Weather: When a tornado spawns, the rain and/or hail intensity will now be completely randomized to better reflect real-life tornadoes. The 3 profiles are: 1 = Low-Precipitation (LP) Supercell, 2 = Classic Supercell, 3 = High-Precipitation (HP) Supercell. - Added Smoke & Fire Effects: Motorized vehicles can now catch fire and emit smoke when critically damaged by the storm. - Added Shader Mesh Support: Natively supports "smokeTrailSubUV" for advanced volumetric effects. - Improved Debug Ring: Added a secondary ring for better visibility in valleys. - Enhanced Tornado Ground Debris: The base of the tornado now dynamically multiplies native dirt and debris particles to create a massive, churning wedge. - [UI/UX] Added Map Hotspot & UI: You can now teleport to or visit the tornado from the ESC map. A new UI widget in the upper right corner of the map menu displays real-time tornado stats (EF Rating, Wind Speed, Radius).
- Complete Code Rewrite: Moved to a modular architecture for better stability, save-game safety, and performance. - Added API: Allows other mod authors to tie into different aspects of the mod (see the README in the API directory). - New Master Command System: Replaced fragmented commands with t_help, t_physics, t_set, t_sfx, t_tune, and t_reset. - Added Cargo Spilling: Trailers caught in the storm will now dump their contents (Uncovered: 100% loss; Covered: chance to leak/pop open). (Default: OFF) - Added Vehicle Destruction: Vehicles, trailers, and implements caught in the storm will now physically lose parts, featuring an in-game 24-hour auto-repair function perfectly synced to your save game. (Default: OFF) - Added Hardcore Recovery: A dynamic vehicle billing system. If you reset a tornado-damaged vehicle to the shop, you will be charged an itemized tow and repair bill based on exactly how much damage the vehicle sustained! (Default: OFF) - Added ADS Support: Integration with the "Advanced Damage System" by id577 (Minor damage at 15s, Moderate at 30s, Total Destruction at 50s). - Added Siren Warning: A tornado siren will now loop for 3 minutes when a storm spawns. (Default: ON) - Readjusted Husbandry: If enabled, the tornado will detect if a barn has an outdoor pasture. Animals are only safe if the barn is strictly indoors; if an outdoor pasture is detected, they will not be safe. Note: Modded buildings that do not use standard GIANTS meshes may not be detected correctly. - Added Cross-Mod Support: Integration with CompassHeading by RocklandUSA Gaming. If you have the mod and a tornado spawns, it will show up on the compass along with the tornado rating. - Added Dynamic Weather: When a tornado spawns, the rain and/or hail intensity will now be completely randomized to better reflect real-life tornadoes. The 3 profiles are: 1 = Low-Precipitation (LP) Supercell, 2 = Classic Supercell, 3 = High-Precipitation (HP) Supercell. - Added Smoke & Fire Effects: Motorized vehicles can now catch fire and emit smoke when critically damaged by the storm. - Added Shader Mesh Support: Natively supports "smokeTrailSubUV" for advanced volumetric effects. - Improved Debug Ring: Added a secondary ring for better visibility in valleys. - Enhanced Tornado Ground Debris: The base of the tornado now dynamically multiplies native dirt and debris particles to create a massive, churning wedge. - [UI/UX] Added Map Hotspot & UI: You can now teleport to or visit the tornado from the ESC map. A new UI widget in the upper right corner of the map menu displays real-time tornado stats (EF Rating, Wind Speed, Radius).
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Tornado Physics FS25
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