What shipped
TWC Roadmaster Tractor Trailer Combo 1.2.0. Both bundles rebuilt, the runtime rebuilt, three particle-path lines and six handling lines added to the vehicle config. Hardpoints, colliders, the fifth-wheel station, lamps and livery untouched. The zip’s sha256 sits beside the download.
Level of detail
The game switches vehicle detail with Unity’s own LOD groups, exactly as the stock 4x4 does; no vehicle code is involved. So both bodies and every driven and steer wheel now carry three levels, switched at the stock screen sizes.
| Mesh | Full | Level 1 | Level 2 |
|---|---|---|---|
| Tractor body | 28,640 | 8,300 | 2,046 |
| Van body | 6,422 | 3,346 | 1,122 |
| Drive dual, each | 7,408 | 3,333 | 1,333 |
| Steer tire, each | 4,832 | 2,174 | 868 |
The shells are cut from the approved surfaced bodies with every modifier applied first (the bevels are what turn eleven thousand base polygons into twenty-nine thousand triangles, so a ratio has to be applied after them), keep the baked atlas so the same materials draw on them, and are joined into one multi-material renderer each. Nothing is tagged with the game’s “LOD” tag on purpose: the game copies dye paint onto every one-material renderer carrying it, and it would have repainted the whole atlas body with the hidden graybox cab.
Damage states
The game has no damage meshes. Its one damage visual is switching on whatever sits at the engine part’s damaged and broken paths at a quarter and at zero health. The tractor now has those paths: gray smoke at the engine bay with a cracked windshield and a sooted hood revealed alongside it, then fire and black smoke when broken. The van has no engine part for the game to watch, so the runtime raises its smoke and fire at the bogie from the same thresholds. Reggie’s verdict, from the first cut: “the damage mesh was good, I liked it, it works.”
Handling
Bobtail on a street, the truck lagged and then leaned before it turned. The wheel angle was never the lag: at 700 degrees per second it is instant. The body was. Measured off the prefab: eight and a half metric tons on wheel colliders with less lateral grip than the stock 4x4, a center of mass at 0.95 meters, no low-speed physics substeps, no anti-roll. The runtime now applies a tune at spawn, six bwRoad* lines in the vehicle config: more grip on the steer axle than on the tandem, the mass lowered, substeps at crawl speed, anti-roll bars on every axle. It is an XML edit to adjust, and a missing line keeps the stock value. “You nailed that steering.”
Controls
Hooking up is unchanged: back the plate under the kingpin and the four-second secure cycle starts itself. Release, which was H only, is now also D-pad Down on a gamepad (unbound in the vehicle layout), “Release trailer” in the seated hold-B menu while a van is on and the truck is stopped, and the same entry in the truck’s interact menu from outside. All three were checked in game.
The one I broke
The second cut put an “any button pressed” check in front of the per-tick coupling test while wiring the gamepad, so backing into the trailer stopped coupling. It lasted one drive: “I did not want you to change the way we hook up.” Gate removed, the capture path is byte-for-byte what it was, and the rule is written down: the hook-up is physical and keyless, and nothing goes in front of it.
Also fixed
The tractor bundle had shipped five stacked copies of each connected air line since 1.0.0, because the build’s before-and-after snapshot skipped duplicate paths. One of each now, and the verifier counts them.
Next
The cab interior. Nothing is modeled inside the cab yet, and that needs reference photographs before geometry, the same rule the wheels were built under.