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Description
Wrecked cars now actually leak. Oil, coolant and fuel drip or gush from damaged engines and ruptured tanks, splash onto the road, and pool into puddles that make it genuinely slippery.
Features
- Puddles track real liters, so the more that spills the bigger and deeper they get.
- Tires pick the fluid up, smear it down the road and slowly scrub clean again.
- Coolant and fuel dry up after a while, while oil stays until cleared.
- Settings UI app for grip, puddle size, opacity, buttons to pour fluid under your car, and a clear-all button.
- Full BeamMP support: puddles sync exactly, so everyone on the server sees the same mess.
How it works
Every puddle is a real volume in liters, shaped as a shallow paraboloid: the fluid spreads until it's about 0.8 mm deep at the center, tapering to nothing at the rim, and grip loss at any point comes from the film depth right there (60 microns is fully slick). Volume is conserved end to end. Droplets fly real ballistic arcs carrying real liters, landing volume merges into puddles, and driving through squeezes a puddle permanently wider and thinner while each tire crossing scrapes away a film of at most 0.03 mm, so traffic slowly wears a spill down but nothing vanishes for free.
Tires are simulated per wheel with separate coatings for oil, coolant, and fuel. Slickness builds over about one tire circumference of contact rather than instantly, and wears off by tread travel, not distance: wheelspin scrubs the tire clean in place, oil clings for roughly 70 meters of rolling, and watery films wipe off twice as fast. Grip is applied per wheel, and the math is segment-based along the wheel's actual path, so even a 24 cm drip still coats your tire at 200 km/h.
Wrecked cars now actually leak. Oil, coolant and fuel drip or gush from damaged engines and ruptured tanks, splash onto the road, and pool into puddles that make it genuinely slippery.
Features
- Puddles track real liters, so the more that spills the bigger and deeper they get.
- Tires pick the fluid up, smear it down the road and slowly scrub clean again.
- Coolant and fuel dry up after a while, while oil stays until cleared.
- Settings UI app for grip, puddle size, opacity, buttons to pour fluid under your car, and a clear-all button.
- Full BeamMP support: puddles sync exactly, so everyone on the server sees the same mess.
How it works
Every puddle is a real volume in liters, shaped as a shallow paraboloid: the fluid spreads until it's about 0.8 mm deep at the center, tapering to nothing at the rim, and grip loss at any point comes from the film depth right there (60 microns is fully slick). Volume is conserved end to end. Droplets fly real ballistic arcs carrying real liters, landing volume merges into puddles, and driving through squeezes a puddle permanently wider and thinner while each tire crossing scrapes away a film of at most 0.03 mm, so traffic slowly wears a spill down but nothing vanishes for free.
Tires are simulated per wheel with separate coatings for oil, coolant, and fuel. Slickness builds over about one tire circumference of contact rather than instantly, and wears off by tread travel, not distance: wheelspin scrubs the tire clean in place, oil clings for roughly 70 meters of rolling, and watery films wipe off twice as fast. Grip is applied per wheel, and the math is segment-based along the wheel's actual path, so even a 24 cm drip still coats your tire at 200 km/h.
External Download Links:
- Modsfire.com - fluidspill-100.zip [19.02 MB]
About Mod
| Latest Version | 1 |
| Game | BeamNG.drive |
| Category | Other |
| Game Version | 0.38.x |
| Downloads | 37 |
| Created | 1 hour ago |
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