More Dynamic Mud
-Dirt/Mud surfaces now consist of different materials depending on depth.
The top layer is dry soil with damp soil underneath, thick mud below that, and loose sloshy mud even lower still. Finally super deep down is a mix of mud and clay.
-There are a total of 27 Particle types used over 7 variable situation dependant effects!
Spinning the wheels, sliding sideways, pushing mud and driving fast all create their own effect variations which combine with depth based particle choice to create LOTS of variation!
-Improved Water physics reduces vehicle weight when submerged, and creates much stronger force on flat surfaces in rapids to create truly challenging water crossings
-Improved Mud physics reduces grip while spinning wheels, and increases the force required to push vehicle bodies through mud to make things less arcadey.
-Particle effects for water interaction have been updated to fix some bad looking effects. Surf spray around the vehicle totally reworked so a visible line of foam forms along the vehicle edge. Spinning wheels while partially underwater now produces realistic “water wheels” instead of weird splash spots.
-Dynamic Objects such as Rocks and Mud chunks and fallen trees reworked to act much more realistic. Rocks no longer roll around because you looked at them, provide realistic traction and have realistic weight.
-Terrain Types and Overlay config’s modified to maximise usage of MDM. Includes many custom maps (just the config files, not the maps)
-Static Object and Rock physics fixes for better traction
Even more variation and better generation than before. With the new effect I rebalanced the current ones so its not overboard and tweaked the variation parameters for better realism.
I’ve added ‘dirt bursts’ back in (I replaced them with chunks) but repurposed them to represent dry topsoil! The first few inches of mud/dirt now produce sprays of dry dirt along with everything else
Significantly more variation added through a combination of increased situational effect and a small amount of pure randomisation.
Dust has been tweaked a bit more to give more of that rally-esque look by lasting longer and having more colour variation. density has been lowered a bit to compensate
Water/Mud crossover point adjusted so that mud’n’stuff still flings out in water and lessens as it deepens instead of just stopping
MDM has been adjusted to be completely compatible with particle collisions (available in the Mail.ru version and Steam + Draconis Fix)! To be honest MDM should work on any recent build of Spintires as the code has been the same for a while
Finally the tweaks to water and other bits have been moved out of MDM into an optional download (Temp’s Tweaks)
This Modification simply takes the existing mud particle system and expands the number of variations and improves how they generate. The effect is (in my opinion) much cooler looking mud!
Top soil is drier and lighter than the mud underneath and the clay really deep down is heavy and chunky!
Spintires ships with the following particle effects :
Dust (1 Particle Type)
Debris (1 Particle Type)
Mud (2 Particle Types)
Slide (1 Particle Type)
I have expanded these to :
Dust (3 Particle Types)
Debris (4 Particle Types)
Mud (3 Particle Types)
Dirt Chunks (5 Particle Types)
Slide (2 Particle Types)
For the most part, particle types are split into Dry Dirt, Wet Dirt, Thick Mud, Clay Mud, Rock (where appropriate). Each type of particle has its own velocity and gravity settings (dirt shoots out slower but weighs less than mud so it takes a bit longer to come back down)
The game uses each wheel’s Mud Depth, Mud Coverage, Traction Level, Water Level and Wheel Spin to decide the strength of each effect and the type of particle used.
1. Download “Spintires Plus“.
2. Open mod.
3. Go to C:\Program Files (x86)/Steam/SteamApps/common/Spintires/
4. Drag all files in the spintires folder.
5. Edit “SpintiresPlus_config” file.
6. Find “HUD”, replace “false” to “true”. Save.
7. Run game.