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DannyMackey last won the day on January 4

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About DannyMackey

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    Just sit back and relaz
  • Birthday 12/12/1950

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  1. Well, I would first suggest downloading the most recent version of the game (2020.01). https://www.rigsofrods.org/download The newest version of the game adds a path in "Documents\My Games\Rigs of Rods". You would then add terrains and vehicles into the subfolder "Mods" inside the "Rigs of Rods" folder. If you have any issues, I would post the RoR.log file that is located in the "logs" folder in your "Rigs of Rods" folder. The log file is a plain text file you can open with Notepad.
  2. Haven't used this tutorial myself, but it does explain track making in a newer version of Blender. I can't promise more tutorials, but I would like to make a new one sometime in the future. Also the Rigs of Rods site itself explains how to import any mesh, so that would generally cover how to import a stadium. https://docs.rigsofrods.org/tools-tutorials/blender-mesh-editing/
  3. This is a reminder that if you are hosting or competing in a fun run, league event, or special event that is hosted on Sim-Monsters you are expected to follow the same rules as the forum when posting in the Discord for the event. We do not want to deal with inappropriate or otherwise rule breaking activities going on during events. Appropriate action will be taken if necessary, up to and including issuing bans. If you see something that you think goes against the rule of the site, pass it along to the moderation team for us to review. Hosting and competing in events on the site is a privilege, not a right, and we will revoke access if needed.
  4. Recently, the community has started to make use of Rigs of Rods race scripts to allow tracks to record lap times. This feature is useful since it will post your lap time to https://forum.rigsofrods.org/multiplayer/races. However a more useful way to use this is for league events. This tutorial will NOT explain how to set up a server to receive lap times, but I will explain how to send your times to a server that is already set up. 1. Go to the Rigs of Rods 0.4 folder in your Documents folder. This is the same folder you go to when you add mods to the game. 2. Go to the config folder inside the Rigs of Rods 0.4 folder. 3. Open the file RoR.cfg with a text editor (Notepad, Notepad++, etc.), and find the line that says Online API URL=http://api.rigsofrods.org in the RoR.cfg file. 4. Replace http://api.rigsofrods.org with a provided ip address and port (something like and save the file. ***THIS IS AN EXAMPLE IP ADDRESS AND PORT! IT WILL NOT WORK IF YOU TRY IT!*** 5. Open Rigs of Rods and go to Settings -> General -> Disable online api. Be sure that this is NOT enabled, it should look just like it does in the image below. This setting, when set correctly, will send your race times to the website we changed in the RoR.cfg file. 6. To check that this is working, run a lap on a track with a race timer. After you complete a lap open the Console by pressing the ~ key above the TAB key on your keyboard. Check for a line that says [RoR|GameScript] Submitting race results to ''. To go back to posting your times to the Rigs of Rods website, change what we did in the RoR.cfg to http://api.rigsofrods.org. IMPORTANT NOTES! 1. Depending on the server you are told to use, it may only work for sending race times. This means your multiplayer server list will not load. If you have a custom API URL set up and cannot load the multiplayer server this, this is why. You can still connect over Direct IP. You will need to change the URL back to the default if you want to view the multiplayer server list. 2. Be sure that the API URL you place in your RoR.cfg file does not end in a backslash (/). As you can see in the Console in the last image, whatever URL you provide will add "/races" to the end. If you enter a URL as the races will not be reported as the link in the console will say The double backslash (//) before races is not a valid address. 3. Do not directly send RoR.cfg files to others. This will allow them to see your user token, which allows them to impersonate you on multiplayer servers. This is very important, not only for normal players, but those with admin privileges on multiplayer servers.
  5. Currently, most all trucks being used on 0.4.8+ stall when idling for less than a minute. In order to fix this issue, we need to edit the .truck file. Following these steps should make this process as simple as possible. 1. Pick the truck you wish to fix and copy its .truck file somewhere outside its .zip file. 2. Open the .truck file in a text editor (Notepad, Notepad++, etc.) and locate the engoption section. 3. Change the entire engoption section with the following: engoption 1, c, 5000.0, 0.1, 0.1, 0.1, 300, 800, 0.3, 0.0 4. Save the .truck file and place it into the .zip for the truck. 5. The truck should not stall when left idling now. Credit to Treevus for providing the changes to the engoption.
  6. Here are the files I showed in the video. Be aware that the terrn2 file is just an example and requires additional files to work in Rigs of Rods. Jump.odef Jump.mesh 1.0, 1.0, 1.0 beginmesh mesh Jump.mesh stdfriction gravel endmesh end Vehicles.odef Vehicles.mesh 1.0, 1.0, 1.0 beginmesh mesh VehiclesCollider.mesh stdfriction gravel endmesh end example.tobj 1500, 0, 1500, 90, 0, 0, Jump 1500, 0, 1500, 90, 0, 0, Vehicles example.terrn2 [General] Name = Example Non-Contactable Jump GeometryConfig = f4afUID-flat_map_full32xa.otc Water = 0 AmbientColor = 0.93, 0.86, 0.76 StartPosition = 1500, 0, 1500 SandStormCubeMap = map/skyline Gravity = -9.81 CategoryID = 129 Version = 1 //CaelumConfigFile = YourMap.os GUID = 36cfcbe7-a5f1-4f4f-a78f-a3af2acaa38e [Authors] [Objects] example.tobj= [Scripts]
  7. View File Testmobile Vehicles Pack Here is a pack of higher quality vehicles for everyone to use on their tracks. I modeled mesh colliders for each vehicle to help you guys get started with this pack. Be sure to use them and set the vehicles themselves as non-collidable to avoid lag. Feel free to edit the models, textures, or mesh colliders as you wish (some of the tires are better than others). These vehicles were made by Testmobile on the Unity Asset Store, be sure to check out his work: https://assetstore.unity.com/publishers/1334 This pack was originally in the UAA - City Props - Vehicle asset package, which can be found here: https://assetstore.unity.com/packages/3d/vehicles/land/uaa-city-props-vehicles-120339 If you use this pack either use the following credits or link to this download when uploading to the site! Credits: Testmobile - Vehicle Models and Textures (https://assetstore.unity.com/packages/3d/vehicles/land/uaa-city-props-vehicles-120339) Danny Mackey - Mesh Colliders and Vehicle Organization Submitter DannyMackey Submitted 12/29/2019 Category Track Building Items  
  8. Have some patience, you don't need to publicly ask for someone to check their dms. He will check it when he has the chance.
  9. Please post projects you are working on in the current Show Your Projects thread.
  10. Don't bump dead threads. That post was from nearly a year and a half ago.
  11. Qualifying is now closed! Results: https://docs.google.com/spreadsheets/d/1HMKpSz1tetlI89BHHAGURSCdWpkVy93fDNWGln5s3go/edit#gid=1897023556 Event will start at 7:30 est/6:30 cst!
  12. Qualifying is now open! Send a message in the #qualifying-wait-list chat to qualify! Discord: http://discord.gg/yMHEzTA YOU WILL BE TAKING TWO PASSES, THE FASTEST TIME COUNTS. YOU MAY TAKE ONE PASS IN EACH LANE OR JUST RUN TWO IN THE SAME LANE. Live Results: https://docs.google.com/spreadsheets/d/1HMKpSz1tetlI89BHHAGURSCdWpkVy93fDNWGln5s3go/edit#gid=1897023556 Qualifying closes at 7:00 est/6:00 cst!
  13. @TheEnragedPigmentation Replica and Repli-Custom trucks only.
  14. @StarksDoesMonsterJam Over Bored is already taken.
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