ArmaDB

Dynamic tire smoke/skidmarks that only appears when a wheel loses traction - real per-wheel slip, no fake always-on dust. Configurable, modder-friendly EnforceScript component.

Players now

29

Servers

34

Rating

100%

5 votes

Subscribers

-

10,069 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6930A4297F9E4E3E

Busiest servers running it 34 in total

All servers

Players on servers with it

daily, last 30 days

0 30 60 90 120 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 95
Average players Low to peak in each bucket

Details

Author
Jujutak Jr.
Version
1.3.0
Size
4.1 MB
Licence
APL-SA
Game version
1.7.0.54
Likes
0 / 0 dislikes
Published
12 Jul 2026
Updated
2 months ago
Workshop ID
6930A4297F9E4E3E

Recent adoption

30 days: +120 −102 ↑0

Version history

10
  1. v1.3.0 4.1 MB 23 Jul 2026

    Disabled tracks on xbox as the deleting hundreds of tracks freezes the xbox

  2. v1.2.3 4.1 MB 20 Jul 2026
  3. v1.2.2 4.1 MB 19 Jul 2026
  4. v1.2.1 4.1 MB 15 Jul 2026
  5. v1.2.0 4.1 MB 15 Jul 2026
  6. v1.0.8 4.1 MB 15 Jul 2026
Description from the Workshop

Traction Lost — Dynamic Fully Synced Tire Smoke FX Adds realistic, fully synchronized, condition-based tire smoke and skidmarks to all vanilla wheeled vehicles. Instead of a generic "always-on while moving" dust puff, this mod checks real per-wheel physics data every frame and only emits smoke when a wheel is genuinely losing traction and the driver is on the throttle/brake at the same time. Cruising or coasting never triggers it — only actual wheelspin under power does. **Features** - Per-wheel detection: each wheel is evaluated independently, so a single spinning wheel on a locked diff can smoke while the others stay clean. - Three-condition trigger: slip threshold AND throttle or brake threshold must both be met, avoiding false positives from bumps, rough terrain, or momentary slip. - Intensity scaling: smoke output scales with how much a wheel is slipping, not just on/off. - Smooth fade-out: a configurable stop delay prevents flickering when slip hovers right at the threshold. - Fully configurable per vehicle: which wheels get the effect, slip threshold, throttle threshold, fade-out delay, and the particle resource used. - Lightweight: particle systems are spawned once per wheel and reused (moved + intensity-adjusted), never destroyed and recreated every frame. - No dependency on custom animation graphs or blueprint hacks — pure EnforceScript component reading directly from the vehicle's wheeled simulation. **Requirements** Works on any wheeled vehicle prefab with a `CarControllerComponent` and a `VehicleWheeledSimulation` (any standard Reforger car, truck, or wheeled military vehicle). No changes to base game files besides adding the component to all wheeled vanilla vehicles . **How it works (short version)** A custom component, `SCR_TireSmokeComponent`, sits on the vehicle root entity. Every frame it reads longitudinal/lateral slip and throttle/brake per wheel. If both thresholds are exceeded, it spawns (or keeps alive) a particle effect at that wheel's co...