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Realistic Offroad Physics

esxqbcoreqbox NEW

Contact sheet 2

The record

Standalone offroad physics that punish wrong-vehicle terrain choices

Realistic Offroad Physics

Players can no longer drive any car across any terrain. Vehicles sink into mud, sand, dirt and other soft ground, so anything not built for offroading struggles the moment it leaves the tarmac. Every material carries its own depth, softness and traction values, and the script reads the vehicle to decide how badly it copes.

Because it never touches the vehicle runtime handling meta, it stays compatible with basically every other resource on your server.

How each surface behaves

  • Depth: how deep a vehicle can sink into a surface. The deeper it goes, the harder it is to drive, and materials like mud or wet sand can trap it completely.
  • Softness: how quickly a vehicle sinks. Hard ground like gravel slows the sink, while wet sand and mud pull it down fast.
  • Traction: grip on the surface. Low traction cuts acceleration, braking and turning, so gravel and rocks send cars skidding.

What to expect

  • Surface depth applied per material
  • Vehicles visually sink into the ground
  • Loss of traction on slippery surfaces
  • Handling tuned for each vehicle type and class
  • Optimized synchronization for every player
  • Insanely configurable
  • Super low resource usage
  • Fully standalone, no dependencies

What the offroad calculation reads

  • Suspension height
  • Wheel size
  • Driven wheels, AWD or not
  • Weight
  • Wheel count
  • Weather
  • Vehicle class
  • Offroad tires

The point of it

This changes the whole driving dynamic. Players think twice before leaving the road, and an inexperienced driver in the wrong car has a real chance of getting stuck. You can finally drop the "No GTA/Offroad driving" server rule, because only genuine offroad vehicles will clear the hardest obstacles.

Compatibility

Runs flawlessly on every server, framework or not: Standalone, ESX, QBCore, QBox and VRP.

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