Mod

NomMapFlood – High Water & Puddles
Version0.8.2.0
AuteurMr.Hunter
Nom du fichierFS25_MapFlood.zip
Taille0,29 Mo
ActifOui
CarteNon
DescriptionVERSION 0.8.2 – Pre-release: the mod is still a work in progress and is being improved continuously. NEW: All vehicles with a tank (barrels, trailers, fire engines) can keep pumping after the tank is full – the player decides: just fill the tank or continue working with the pump. New dark settings menu that opens once in new savegames. Multiplayer admin function: trigger a flood (console: mfTrigger). MapFlood – High Water & Puddles (by Mr.Hunter) Heavy rain finally has visible consequences – like in real life, where the water runs together. HOW HIGH WATER FORMS - On loading, the whole map is calculated: flow direction of every terrain point and how much water collects where. - At all road low points, level 0 = road surface. Hollows and valleys fill first, then the water rises over the road. - Every water surface is complete: the water spreads until it meets terrain or the map edge – no cut-off edges in the air. - In addition, ALL terrain hollows ("plates") of the map fill up at the same time – no matter how high they lie. Each fills up to its overflow height (at most the depth of the chosen level). - Rain and snowmelt run together from the whole catchment. Starts above 70 % field soil moisture. Height and speed differ every time, afterwards it slowly drains. PUMP OUT WITH ALL LIQUID TANKS - All liquid containers (slurry tankers, water trailers, sprayer and liquid tanks – no fuel tanks) recognise flood water as water and can pump it out (approx. 250 l/s). - Water trailers fill directly from the flood as usual. Every litre is removed from the flood – the level visibly drops. FIRE BRIGADE (free Emergency Pack) - Emergency Pack vehicles pump out flood water without limit – even without their own water tank (invisible background tank), via hose up to 25 m away. An existing tank only fills up to its original maximum. - The pumps of the Pumps & Hoses DLC can also pump out high water without limit. - Pumped water is really gone: it only comes back with real inflow from rain and catchment. FIRE BRIGADE, PUMPS & HOSES – ALSO FROM MODS - Fire trucks as well as pumps and hoses without their own tank are detected automatically (vehicle type, file name, shop name, category, specializations) – DLC or mod – and pump without limit. Trailers and tankers with a tank fill up normally. - While pumping, a real PTO load acts like a running mower: +500 rpm and engine load. A pump sound plays; vehicles with their own pump sound keep it. - An analog water meter shows the litres pumped. PAYMENT (FAIR BY AMOUNT) - Only water that was really pumped out is paid: €0.40 per m³ while pumping, plus the base fee on completion. - Bigger floods pay more without getting out of hand – even the smallest stay worthwhile: approx. €2,500 from 30 m³, €7,200 at 1,000 m³, €19,500 at 10,000 m³, €44,000 at 55,000 m³. Higher difficulty adds up to 50 %. HIGH WATER CONTRACTS IN THE CONTRACT LIST - At most 8 high water contracts at a time on a 2 km map, 16 on 4x maps (4 km), 32 on 16x maps. At least half of them are always available. - 4 difficulty levels: Easy 0.30–0.50 m, Medium 0.50–0.80 m, Hard 0.80–1.10 m, Very hard 1.10–1.50 m of water above road/path or ground. Scenarios: road flooded, building at risk, field flooded, hollow filled up. - Rain contracts: when it rains, flooded spots above 0.3 m become contracts. Their water no longer seeps away until the contract is done or has expired. - The water really is there. For 24 hours the level stays unchanged, whatever weather and soil do. If nobody pumps, it seeps away afterwards. As soon as pumping starts, the countdown ends. - Own high water icon on the map until completion. Accepted contracts are marked as a target. At 100 % a completion window opens with an overview (water, payment for the water, base fee, total) to collect. SELF-CHECK - Every water surface is checked against the real terrain: if it ends in the air anywhere, the surface is extended or the level lowered. REALISM - Vehicles, players and seeders detect the water. Muddy flood water with waves, reflections and raindrops. - From 0.4 m of water on the road, the road is closed to traffic (the game's traffic blocking collision); traffic cars create waves in the water (also with FS25_AverageTraffic). - Notifications only when high water rises above 0.3 m somewhere. - Puddles of other mods are hidden as soon as high water covers them. You can jump in deep water. SETTINGS (Right Shift + ' / German keyboard: Ä, rebindable) Mod on/off · High water strength · Puddles · Pumping · Rain contracts · High water jobs · High water texts on/off - Low (green): up to +0.50 m above the road · Medium (yellow): up to +0.75 m · High (orange): up to +1.05 m · Very high (red): up to +1.45 m Multiplayer: the server calculates, everyone sees the same water, only admins change settings. Everything is saved. Console (admin): mfSetFlood , mfZones, mfAddRain, mfReset, mfTrigger, mfDebug