Summary
Less GTA, more mil-sim.
-Completely fixed tree destruction.
-No more ploughing through every obstruction on the map, particularly in small cars.
Description
This is one of my various immersive mods, aimed at making the game feel more mil-sim and less arcade-y (within my very limited capabilities). Here I address the fragility of so many of the world's objects, restoring their significance as barriers and obstructions for any ground force.
I also fix how some of these objects were inconsistently set as indestructible (e.g. double gates where one door was fragile as glass, yet the other door was set to indestructible).
And most significantly, this mod fixes the comical collision issues with every tree in the game which has been allowing vehicles to ghost through them entirely at certain speed/mass combos - or just fell them with the lightest bump.
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PREFABS OVERHAULED:
The exhaustive list of all object types affected is as follows:
- Haybales;
- Street benches;
- Fixed rubbish bins (not the wheelies);
- Every single sign in the game (their poles specifically);
- Fences panels - dependent on size and composition (e.g. wooden is weaker than metal);
- Fence doors and gate posts - dependent on size and composition. The posts are always more resistant than the gate that hangs off of it;
- Fence panels dependent on size and composition (e.g. metal > wood);
- Clothes lines in gardens;
- Message/map boards, particularly those planted by metal poles;
- Bus sheds;
- Street lights;
- Hydrants and well pumps;
- Brick wall gates;
- Motorway crash barriers will actually stop most vehicles at most speeds, including lorries;
- Town "pipe" barriers - the ones designed to stop cars from crashing into pedestrians.
- Concrete bridge posts and bridge railings.
- Industial shipping containers;
- Mine carts & mine trains.
Overall, the aim of the prefab overhaul is to make it so you cannot GTA your way through the world, particuarly in small cars. This incentivises lighter vehicles to stick to the roads or move methodically cross-country or in towns by restoring the signifcance of barriers and obstructions across the lands of Reforger.
A couple of objects exceed IRL expectations due to my inability to dial in the properties precisely: US light jeeps need beware of farm pole fences and garden fences, but mostly everything feels much better.
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TREE COLLISION OVERHAUL:
Restores the significance of forest areas as geographical obstructions and addresses their comical behaviour by:
1. Preventing any vehicle being able to ghost through trees and tree stumps.
2. Preventing trees from being felled by small taps and scrapes (depends entirely on mass + velocity).
-Trees are no longer felled when you scrape past them or tap them with a vehicle. No more sarkas and willy jeeps felling forests as they scrape against the trees.
-Tree stumps will no longer ever allow any kind of vehicle to ghost through them. This allows forests to remain as a significant tactical obstruction for even the largest vehicles whilst preserving the cinematic destructive effect.
-Depending on the size and mass of the vehicle, provided its base can clear the indestructible tree stump it will to some degree be possible to plough through a tree as you might expect. It just could hurt, or likely kill.
-This also means helicopters can no longer fell entire forests by hovering through the canopy. Trees will catch rotor blades; high speed collisions are destructive.
-High explosives are still capable of felling trees (e.g. mortars) but will still never destroy the stumps.
-The collision of all trees is normalised across their various types, meaning identical trees which are only different in colour will no longer have completely different collision properties.
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If you notice any weird or immersion-breaking behaviour then please let me know:
Discord: sunshine0536
Twitch: it_is_Sunshine
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YOU NO LONGER NEED THIS MOD: https://reforger.armaplatform.com/workshop/672D7D316D2126A5-SunshinesNOTreeDestruction
PLEASE REMOVE IT.
License
Arma Public License No Derivatives (APL-ND)