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IBREALISTIC

The Unofficial fork of OpenBoatUtils, original by o7moon. This mod added MORE realistic rally aspects for IBREAL or another server

Автор: kanorto7750обновлён 22 февр. 2026 г.
ПроклятыеМеханики игрыТранспорт

Описание

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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

VehicleDriveMassCharacter
WRC_CARAWD1190 kgFast, planted, high downforce
GROUP_BRWD1100 kgPowerful, oversteer-prone
CLASSIC_RALLYRWD1000 kgBalanced, moderate power
LIGHTWEIGHTFWD800 kgNimble, understeer tendency
TRUCKAWD2000 kgHeavy, 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

WeatherGripEffect
CLEAR100%Baseline
RAIN70%Slower tire response
HEAVY_RAIN50%Much slower response
SNOW40%Very low grip
FOG95%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 SERVICEPARK regions
  • 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 — SERVICEPARK region 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 — .ibrt files 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

МашинаПриводМассаХарактер
WRC_CARAWD1190 кгБыстрая, прижатая, высокий даунфорс
GROUP_BRWD1100 кгМощная, склонна к заносу
CLASSIC_RALLYRWD1000 кгСбалансированная
LIGHTWEIGHTFWD800 кгЮркая, склонна к сносу
TRUCKAWD2000 кгТяжёлая, 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

ПогодаСцеплениеЭффект
CLEAR100%Базовый
RAIN70%Медленнее реакция шин
HEAVY_RAIN50%Намного медленнее
SNOW40%Очень низкое сцепление
FOG95%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 .ibrt в .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.

Последние версии

Все версии →
release

IBREALISTIC 1.1.0 1.21.4

1.1.0
22 февр. 2026 г.155Minecraft: 1.21.3, 1.21.4fabric
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Что нового
# 🏁 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`, channel `ibrealistic: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` - Removed ~25 duplicate fields and ~30 duplicate methods - Added `openboatutils >= 0.4.10` dependency in `fabric.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`, `FOG` with grip modifiers - **Time of day:** `DAWN`, `NOON`, `SUNSET`, `NIGHT`, `MIDNIGHT` or 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 `/rally` subcommands, 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, `.ibrt` files - **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 `/tournament` subcommands - 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
release

OBU REALISTIC 0.4.10-1.0.7_1.21.3-1.21.4

1.0.7
13 февр. 2026 г.616Minecraft: 1.21.3, 1.21.4fabric
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