
IBREALISTIC
The Unofficial fork of OpenBoatUtils, original by o7moon. This mod added MORE realistic rally aspects for IBREAL or another server
- Загрузки
- 692
- Подписчики
- 0
- Обновлён
- 22 февраля 2026 г.
- Лицензия
- MIT
Опубликован 9 февраля 2026 г.
use spoiler to see your lang.
English translate
🏁 IBRealistic
A Fabric mod that transforms Minecraft boats into fully simulated rally cars — built entirely on enthusiasm and AI.
IBRealistic is a client-side Fabric mod for OpenBoatUtils. It replaces Minecraft's boat movement with a professional-grade four-wheel vehicle dynamics simulation — complete with real tire physics, damage systems, telemetry, ghost racing, and full tournament infrastructure.
✨ What does it do?
IBRealistic makes boats behave like real rally cars. Every aspect of driving — traction, weight transfer, differential behavior, surface grip, weather, aerodynamics — is simulated per-wheel on the server and sent to the client. Vanilla behavior is fully preserved when no server sends configuration packets.
🤖 This project is developed purely out of enthusiasm, with AI assistance (GitHub Copilot) used throughout — from physics engine design to server infrastructure.
⚙️ Physics Engine
The core of IBRealistic is a four-corner vehicle dynamics model running at 80–200 Hz (4–10 substeps per tick).
- Four-wheel model — each wheel (FL, FR, RL, RR) independently calculates vertical load, slip angle, lateral force, and longitudinal force
- Fiala/Brush tire model — nonlinear lateral force with saturation, progressive falloff, friction circle constraint, and load sensitivity
- Weight transfer — longitudinal (braking/acceleration:
ΔFz = m·ax·h/L) and lateral (cornering:ΔFz = m·ay·h/T) - Drivetrain types — RWD, FWD, AWD (configurable front/rear torque split)
- Differentials — Open, Locked, LSD (per axle, configurable locking coefficient)
- Aerodynamics — downforce coefficient, drag, yaw rate damping in air
- Airborne physics — jump detection, grip loss/recovery on landing, bump handling
- Self-aligning torque — configurable steering return rate
5 Vehicle Presets
| Vehicle | Drive | Mass | Character |
|---|---|---|---|
WRC_CAR |
AWD | 1190 kg | Fast, planted, high downforce |
GROUP_B |
RWD | 1100 kg | Powerful, oversteer-prone |
CLASSIC_RALLY |
RWD | 1000 kg | Balanced, moderate power |
LIGHTWEIGHT |
FWD | 800 kg | Nimble, understeer tendency |
TRUCK |
AWD | 2000 kg | Heavy, high torque |
300+ Surface Mappings
Every Minecraft block is mapped to one of 18 surface types, each with its own friction, cornering stiffness, rolling resistance, and relaxation length:
ASPHALT_DRY (μ=0.85) · ASPHALT_WET · GRAVEL · DIRT · MUD · SNOW · ICE · BLUE_ICE (μ=0.06) · SAND · WOOD · CONCRETE · TERRACOTTA · METAL · GLASS · WOOL · BRICK · NETHER · VEGETATION
Weather Conditions
| Weather | Grip | Effect |
|---|---|---|
CLEAR |
100% | Baseline |
RAIN |
70% | Slower tire response |
HEAVY_RAIN |
50% | Much slower response |
SNOW |
40% | Very low grip |
FOG |
95% | Visual only |
🎨 Visuals
- 4 rendered wheels — front wheels turn with steering, all wheels spin with velocity, rear wheels lock under handbrake
- Steering wheel — tilted at 45°, displays real steering angle in first-person
- Body motion — pitch (braking/acceleration), roll (cornering), tilt (airborne)
- Particle effects — surface-dependent particles: gravel→smoke, dirt→mycelium, snow→snowflakes, wet→splash
- Tire smoke — wheel lockup and drift detection (yawRate > 0.3 rad/s)
- Engine sounds — pitch scales with speed; tire squeal, impact, surface sounds
- Visual lift — boat model raised 0.25 blocks to sit on its wheels
🔩 Damage & Wear System
A full mechanical degradation model that rewards careful driving:
- Tire wear — 4 independent tires (0.0–1.0), grip degrades up to −30%; influenced by surface, speed, and driving style
- Engine overheat — temperature rises under full throttle for >30s; power loss up to −50%; cools down when throttle is released
- Body damage — collision-based (server-calculated), 4 severity levels affecting steering response, power, and max speed
- Service zones — automatic repair of tires, engine, and body in designated
SERVICEPARKregions - HUD indicators — wear bars and damage indicators with smooth fade-out
🚩 Rally Procedures
A full WRC-style rally procedure stack built into the server plugin:
- Synchronized start — colored countdown messages (🔴→🟡→✦ GO! ✦)
- False start detection — movement detected during countdown triggers stepped penalties: 10s → 60s+restart → disqualification
- Time Controls — waypoint regions with allowed time windows; penalties for early/late arrival
- Service Park —
SERVICEPARKregion type: full auto-repair with time limit and visual progress - Recce — 50% speed scouting mode with a note system (
/race recce note <text>) - Multi-stage rally — full lifecycle (RallyEvent → RallyStage → RallyParticipant), superrally on retirement (+5 min penalty), 9 subcommands via
/rally
📡 Telemetry
Every race is recorded and validated:
- Client recording —
TelemetryFrame: 82 bytes/tick, 24 fields (position, velocity, steering angle, tire wear, engine temp, etc.) - Local storage —
.ibrtfiles in.minecraft/ibrealistic/telemetry/, GZIP compressed - Server upload — fragmented packet transfer after finishing
- Server validation — 9 mandatory checks + 3 statistical checks
- Consequence — a race without valid telemetry counts for only 20% of rewards
👻 Ghost Racing
Race against your own best lap:
- Ghost auto-saved when personal best is beaten
- 3 display modes:
LINE(racing line),BOAT(ghost vehicle),COMPETITION(full ghost with delta) - Real-time delta time (±seconds) shown when overtaking/falling behind
- Semi-transparent rendering with color palette
Commands: /line · /line mode · /line count · /line info
The client mod does nothing unless the server sends configuration packets. Vanilla behavior is fully preserved on servers without IBRealistic.
🔗 Links
🤖 Built with AI, driven by passion. IBRealistic is a solo passion project developed entirely on enthusiasm. GitHub Copilot assists with everything from physics math to database migrations — but every design decision, every feature, and every race is human-authored.
Русское описание
🏁 IBRealistic
Fabric-мод, превращающий лодки Minecraft в полностью симулированные раллийные автомобили — создан на чистом энтузиазме, с помощью ИИ.
IBRealistic — это клиентский Fabric-мод, работающий как аддон поверх OpenBoatUtils. Мод заменяет стандартное движение лодки профессиональной четырёхколёсной физической моделью — с реальной физикой шин, системой поломок, телеметрией, ghost racing и полноценной турнирной инфраструктурой.
✨ Что делает мод?
IBRealistic заставляет лодки вести себя как настоящие раллийные автомобили. Каждый аспект вождения — сцепление, перенос массы, работа дифференциала, поверхность, погода, аэродинамика — симулируется на сервере по каждому колесу отдельно и передаётся клиенту. Стандартное поведение лодок сохраняется полностью, если сервер не отправляет пакеты конфигурации.
⚙️ Физический движок
Основа IBRealistic — четырёхколёсная динамическая модель, работающая на частоте 80–200 Гц (4–10 подшагов на тик).
- Четырёхколёсная модель — каждое колесо (FL, FR, RL, RR) независимо вычисляет вертикальную нагрузку, угол скольжения, боковую и продольную силу
- Модель шин Fiala/Brush — нелинейная боковая сила с насыщением, прогрессивным спадом, кругом трения и чувствительностью к нагрузке
- Перенос массы — продольный (торможение/разгон) и поперечный (повороты)
- Типы привода — RWD, FWD, AWD (настраиваемое распределение крутящего момента)
- Дифференциалы — Open, Locked, LSD (для каждой оси, настраиваемый коэффициент блокировки)
- Аэродинамика — прижимная сила, сопротивление, демпфирование рыскания в воздухе
- Воздушная физика — обнаружение прыжков, потеря/восстановление сцепления при приземлении
- Самовыравнивающий момент — настраиваемая скорость возврата руля
5 Пресетов машин
| Машина | Привод | Масса | Характер |
|---|---|---|---|
WRC_CAR |
AWD | 1190 кг | Быстрая, прижатая, высокий даунфорс |
GROUP_B |
RWD | 1100 кг | Мощная, склонна к заносу |
CLASSIC_RALLY |
RWD | 1000 кг | Сбалансированная |
LIGHTWEIGHT |
FWD | 800 кг | Юркая, склонна к сносу |
TRUCK |
AWD | 2000 кг | Тяжёлая, высокий момент |
300+ маппированных блоков
Каждый блок Minecraft привязан к одному из 18 типов поверхности со своим трением, жёсткостью увода, сопротивлением качению и длиной релаксации:
ASPHALT_DRY (μ=0.85) · ASPHALT_WET · GRAVEL · DIRT · MUD · SNOW · ICE · BLUE_ICE (μ=0.06) · SAND · WOOD · CONCRETE · TERRACOTTA · METAL · GLASS · WOOL · BRICK · NETHER · VEGETATION
Погодные условия
| Погода | Сцепление | Эффект |
|---|---|---|
CLEAR |
100% | Базовый |
RAIN |
70% | Медленнее реакция шин |
HEAVY_RAIN |
50% | Намного медленнее |
SNOW |
40% | Очень низкое сцепление |
FOG |
95% | Только визуальный |
🎨 Визуальная часть
- 4 отрисованных колеса — передние поворачиваются, все вращаются, задние блокируются при ручнике
- Рулевое колесо — наклон 45°, отображает реальный угол поворота от первого лица
- Движение кузова — клевок при торможении/разгоне, крен в поворотах, наклон в воздухе
- Частицы — зависят от поверхности: гравий→дым, грязь→мицелий, снег→снежинки, мокро→брызги
- Дым шин — при блокировке колёс и заносе (yawRate > 0.3 рад/с)
- Звуки — двигатель (pitch от скорости), визг шин, удары, поверхностные звуки
- Визуальный подъём — модель лодки поднята на 0.25 блока, как будто стоит на колёсах
🔩 Система поломок и износа
Полная модель механической деградации — наградой служит аккуратное вождение:
- Износ шин — 4 независимые шины (0.0–1.0), сцепление падает до −30%; зависит от поверхности, скорости и стиля
- Перегрев двигателя — температура растёт при полном газе >30 сек; мощность падает до −50%; охлаждается при сбросе газа
- Повреждения кузова — серверный расчёт от столкновений, 4 уровня: влияют на руль, мощность и макс. скорость
- Сервис-зоны — автоматический ремонт шин, двигателя и кузова в регионах типа
SERVICEPARK - HUD-индикаторы — полоски износа с плавным исчезновением
📡 Телеметрия
Каждый заезд записывается и проверяется:
- Запись на клиенте —
TelemetryFrame: 82 байта/тик, 24 поля (позиция, скорость, угол руля, износ шин, температура двигателя и др.) - Локальное хранение — файлы
.ibrtв.minecraft/ibrealistic/telemetry/, GZIP-сжатие - Передача на сервер — фрагментированная передача пакетами после финиша
- Серверная валидация — 9 обязательных проверок + 3 статистических
- Последствие — рейс без валидной телеметрии засчитывается на 20% наград
👻 Ghost Racing
Соревнуйтесь с собственным лучшим временем:
- Ghost автоматически сохраняется при побитии личного рекорда
- 3 режима отображения:
LINE(траектория),BOAT(призрак-лодка),COMPETITION(полный ghost с дельтой) - Дельта времени в реальном времени (±секунды) при обгоне/отставании
- Полупрозрачный рендеринг с цветовой палитрой
Команды: /line · /line mode · /line count · /line info
Клиентский мод ничего не делает без команд от сервера. Стандартное поведение лодок полностью сохраняется на серверах без IBRealistic.
🔗 Ссылки
🤖 IBRealistic — соло-проект на чистом энтузиазме. GitHub Copilot помогает со всем — от физической математики до миграций баз данных — но каждое дизайн-решение, каждая функция и каждая гонка рождены человеком.
Ченджлог
1.1.0Релиз1.21.3, 1.21.4 · 22 февраля 2026 г.
🏁 IBRealistic v1.1.0
Released: February 22, 2026 Full Changelog: https://github.com/Kanorto/IBREALISTIC/compare/v1.0.7...v1.1.0
This is the largest update to the mod since the first stable release. Over the course of development (v1.0.8 → v1.0.9 → v1.1.0), the following major features were added: full rally procedures, a damage & wear system, telemetry, ghost racing, tournaments, GUI, anti-cheat — and finally a significant physics engine overhaul.
🔄 Rebrand & Architecture
The mod was renamed from OBURealistic to IBRealistic and rearchitected as a proper add-on to OpenBoatUtils.
- New package
dev.kanorto.ibrealistic, channelibrealistic:settings - IBRealistic is now an add-on to OpenBoatUtils instead of a standalone mod
- OBU handles packets 0–32 on
openboatutils:settings - IBRealistic handles packets 33–69 on
ibrealistic:settings
- OBU handles packets 0–32 on
- Removed ~25 duplicate fields and ~30 duplicate methods
- Added
openboatutils >= 0.4.10dependency infabric.mod.json - Build hash verification
- All Mixins deduplicated to 5 unique hooks in
BoatMixin
🏎️ Rally Procedures
Race System
- SoloRaceManager — solo races with full player isolation (
Player.hideEntity()) - Session lifecycle:
WAITING → COUNTDOWN → RACING → FINISHED / CANCELLED - Multiplayer races — integration with QuickRace (Event/Round/Heat)
- Start procedure: 5→1→GO countdown with Title messages + sounds
- Leaderboards filtered by car type (system / custom)
- Auto-cancel after configurable timeout
- Commands:
/race solo,/race create,/race join,/race start,/race cancel,/race leave,/race results,/race top
Track Settings
- Weather:
CLEAR,RAIN,HEAVY_RAIN,SNOW,FOGwith grip modifiers - Time of day:
DAWN,NOON,SUNSET,NIGHT,MIDNIGHTor arbitrary ticks - Dynamic weather — auto-change with configurable interval (
DynamicWeatherManager) - Track difficulty — 1–5 stars, reward multipliers ×1.0 — ×2.5
- Commands:
/te weather,/te time,/te dynamicweather,/te difficulty
Rally Procedures
- Synchronized start — colored messages (🔴→🟡→✦ GO! ✦)
- False start detection — movement during countdown triggers penalties: 10s → 60s+restart → DQ
- Time Controls — checkpoints with allowed windows, penalties for early/late arrival
- Service Park (
SERVICEPARK) — auto-repair zones with time limit and visual progress - Recce (reconnaissance) — 50% speed mode with a notes system
/race recce note <text> - Multi-stage rally — full lifecycle (RallyEvent, RallyStage, RallyParticipant), 9
/rallysubcommands, super-rally support (DNF = +5 min penalty)
🔩 Damage & Wear System
- Tire wear — 4 independent tires (0.0–1.0), grip degradation μ up to −30%; depends on surface, speed, and driving style
- Engine overheating — heats up at full throttle >30s, power loss up to −50%, cools down on throttle release
- Body damage — server-side collision calculation, 4 damage levels with effects (steering, power, max speed)
- Repair in service zones — automatic restoration of tires, engine, and body
- HUD — wear bars and indicators with smooth fade-out
- Visual effects — smoke, sparks, overheat particles
- Sync packets 70–76 (
SYNC_TIRE_WEAR,SYNC_ENGINE_TEMP,SYNC_BODY_DAMAGE,SET_SERVICE_ZONE,DAMAGE_NOTIFICATION)
🛡️ Anti-Cheat
AntiCheatManager— server-side validation of speed, acceleration, and teleportation- Graduated actions: warning → teleport to safe position → disqualification
- Car config validation: preset and level checks
- Economy protection: rate limiting, transfer caps, dupe detection
- 30-second cooldown after disqualification
- Violations logged to DB (
ts_anticheat_violations)
🖥️ GUI
All interfaces are full inventory GUIs with color indicators and sounds:
| GUI | Size | Description |
|---|---|---|
ShopGui |
54 slots | Preset shop with categories |
GarageGui |
54 slots | Car garage, components, actions |
ProfileGui |
36 slots | Level, XP, balance, stats |
DailyGui |
27 slots | Challenges, progress bars, timer |
TrackGui |
— | Weather, difficulty, records, rewards |
- Command
/profile [player]to view any player's profile
✨ Visual Effects & Sounds
- Surface particles — gravel→smoke, dirt→mycelium, snow→snowflakes, wet→splashes
- Wheel lock & drift smoke (drift detection: yawRate > 0.3 rad/s)
- Sounds — engine (pitch scales with speed), tire squeal, impacts, surface-specific audio
- RaceBossBarManager — track, time, weather, car; progress color: 🟢 (ahead of PB) → 🟡 → 🔴
📡 Telemetry
- Client-side recording —
TelemetryFrame(82 bytes/tick, 24 fields), GZIP compression,.ibrtfiles - Server upload — fragmented packets 80–84
- Server-side validation — 9 mandatory checks + 3 statistical checks
- Auto-record on race start, auto-upload on finish
- Races without valid telemetry count for 20% rewards only
👻 Ghost Racing
- Auto-saves ghost on personal best improvement
- 3 display modes:
LINE,BOAT,COMPETITION— with transparency and color palette - Real-time delta (±seconds) when overtaking / falling behind
- Commands:
/line,/line mode,/line count,/line info - Ghost Line button in settings GUI
🏆 Tournaments
- 4 types —
SPRINT,RALLY,ENDURANCE,BRACKET(double elimination, up to 64 players) - Glicko-2 rating system with 5 ranks: Bronze → Silver → Gold → Platinum → Champion
- Season system — 3 months, F1-style points (25-18-15-12-10-8-6-4-2-1), soft reset
- Automated weekly tournaments with result broadcasts
- 10
/tournamentsubcommands - Expanded daily challenges (9 types, including tournament-related)
⚙️ Physics Fixes
Critical bugs in the physics engine that affected all aspects of driving:
🐛 Bug Fixes
Vanilla paddle acceleration leak
updatePaddles() was adding +0.04 b/t of velocity even when the realistic physics engine was active, causing ~3.5× over-acceleration on the ground. Vanilla velocity isolation now runs on both ground and airborne states.
Bump-induced backward kick
Naive frame projection during collisions could reverse the vehicle's direction. Added a clamp: vx cannot go negative while the vehicle has sufficient expected speed.
Steering return stalling near zero Exponential steering return decayed asymptotically and never fully reached center — especially at standstill. Added a linear component (0.8 rad/s centering spring): full return takes ~0.625s even at rest.
🔧 Physics Constants Retuning
12 physics constants retuned for more predictable and comfortable driving:
| Constant | Before → After | Effect |
|---|---|---|
YAW_RATE_DAMPING |
0.985 → 0.978 | Rotation settles ~40% faster |
LATERAL_VELOCITY_DAMPING |
0.985 → 0.975 | Faster sideways correction |
LATERAL_VELOCITY_DAMPING_ACTIVE |
0.995 → 0.985 | Less lateral buildup in turns |
MAX_LATERAL_SPEED_RATIO |
1.5 → 1.0 | Tighter sideways speed cap |
STEERING_REVERSAL_FORCE_RETENTION |
0.3 → 0.15 | Faster steering direction change |
STEERING_REVERSAL_VELOCITY_RETENTION |
0.5 → 0.3 | Quicker lateral reset on reversal |
STEERING_LINEAR_RETURN_RATE |
0.5 → 0.8 | Faster centering (0.625s vs 1.0s) |
MAX_COLLISION_LATERAL_INJECTION |
1.5 → 1.0 | Less sideways kick from bumps |
COLLISION_LATERAL_FORCE_DAMPING |
0.5 → 0.3 | Stronger force reset on collision |
LANDING_LATERAL_DAMPING |
0.5 → 0.3 | More stable landings |
LANDING_YAW_RATE_DAMPING |
0.8 → 0.6 | Less spin on landing |
STRAIGHT_LINE_LATERAL_DAMPING |
0.93 → 0.88 | Better straight-line tracking |
Full Changelog: https://github.com/Kanorto/IBREALISTIC/compare/v1.0.7...v1.1.0
Комментарии
Загружаем…