About this vehicle
Physics for RedM cars
RedM has no vehicle physics. World Vehicles brings its own: a C# controller that computes wheel contact, drive torque, gearing, steering and braking every frame, inside the game's collision world. This package is that core system.
What the controller does
- Per wheel ground contact, suspension travel and load transfer
- Drive torque, gearing and a configurable top speed
- Three transmission modes: automatic, simplified and manual
- Steering, braking and handbrake, tuned per vehicle profile
- Collision damage, engine failure and flooding
- Hinged doors, hood and trunk, plus authored lamp groups
- Wheel dust and optional tire tracks on the surface you drive over
- Live tuning in the developer menu, exported back as a profile file
See it running
Three raw clips from a live server. All three also play in the gallery on this page.
- Physics: suspension, weight transfer and braking on open ground.
- Sync, part one: two clients, one town, cars driven side by side.
- Sync, part two: passengers, doors and lamps seen from the other client.
On the server
- Server owned seats, access gating and route bucket isolation
- Spawn limits per player and per server, with a ticket timeout
- Positional engine audio mixer, up to twelve audible cars at once
- NUI administrator menu behind an ACE permission, optional Freeroam menu for players
- Lua JSON API and a typed C# SDK, protocol v1
What you download
The world_vehicles resource, protected by Cfx.re Escrow. Drop it into your resources folder, keep the folder name, start it. Vehicle modules and the in car radio are separate products; this core runs on its own.
Requirements
- A RedM server, game rdr3, OneSync enabled
- One purchase covers one server.
Support
The resource is delivered through Cfx.re after the purchase. Questions before or after go to our Discord, and that is where update notes are posted.
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