What shipped
WC Roadmaster Smart-Fifth 1.0.0 (mod folder BabyWarlockSmartFifth): the WC Roadmaster 6x4, a long-nose conventional tractor, and the WC 53 Dry Van, a 120-slot trailer, joined by a physical fifth wheel with native four-second secure and release cycles and twin automatic landing gear. Full lighting on both units driven by the mod, exhaust smoke from the stacks, the Commandery livery. Verified on V3.2.0 b10. The zip’s sha256 sits beside the download.
The morning verdict
The mechanical prototype had been locked since 2 August. Seen in game on the morning of the 14th, the owner’s verdict was “too bland”: flat colours, light-grey chrome, blank tires, lamps as coloured slabs. Five passes followed, each approved in game before the next began.
Surfacing and livery. Every panel got a baked atlas: occlusion, road grime by real height, sun fade, edge wear, chrome as a baked reflection because the game gives vehicle shaders no probe. The seal and wordmark went on as decals. The first render had every wordmark mirrored; the viewer-right vector was inverted for all four facings.
Rolling stock. The wheel had been a flat white plate with five wedges punched out of it. The owner’s words were “lawnmower wheels”. It became a revolved forged-aluminium wheel built from the reference photographs: bright lip, bowl, ten hand holes, cap nuts on the real bolt circle, a dark hub on the steer axle. Tires got strip-mapped textures on their own UVs, with embossed sidewall lettering whose orientation was proven by rendering each face rather than reasoning about it. Installed triangle count held level.
Refinements. Round reflector headlamps with a bulb at the focus, air-line coils on the cab back and connected lines that appear only with the trailer on, the website on the van, glass that reads as glass.
Lighting and exhaust. Brighter running lamps, real glow lights at both rears, a reverse lens on its own material so it lights only when backing, white reverse floods on the road, and exhaust from both stacks driven by engine state.
Two things a green gate cannot see
The coupling was dead. The runtime pins the exact game build and the game had moved on 31 August; every boot since had printed one line saying the runtime had disabled itself, and the line had not been read. Re-pinned in an hour once the log was opened.
The tractor’s red and amber lenses had never lit. The materials shipped without the keyword that lets emission work, so every brightness the runtime wrote to them was a no-op, since version 0.2. Found on the first night test. The trailer, built later with the keyword compiled in, had always worked.
A third, smaller: the Unity project had its particle module switched off, so the first exhaust build silently stripped the emitters while reporting success. Counting components in the finished bundle is now part of verification.
What the release owes
LOD and damage-state meshes. The connected air lines are a fixed pose with slack rather than an articulating rope. Both are on the dossier’s next line.