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DannyMackey

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  1. All-Star Challenge MVP Points Results: # Team Driver Total Week 1 Racing Week 1 Freestyle Week 2 Racing Week 2 Freestyle Week 3 Racing Week 3 Freestyle 1 Team Mackey Jon Zimmer 101 18 24 12 20 12 15 2 Team Mackey Andrew Sheets 91 18 22 12 5 12 22 3 Team Mackey Brandon Scalf 89 12 16 12 20 6 23 4 Team Mackey Danny Mackey 68 12 11 6 3 12 24 5 Team Colineri Mark Colineri 67 0 23 0 24 0 20 6 Team Colineri Chadwick Deerfoot 61 12 5 6 18 0 20 7 Team Colineri Blake Thompson 56 6 22 0 10 6 12 8 Team Colineri Marty Hussey 51 6 22 6 17 9 Team Colineri Brett Falvey 51 0 22 6 23 10 Team Mackey Josh Gajewski 50 0 1 12 8 12 17 11 Team Mackey Vincent Akard 49 0 18 12 9 10 12 Team Colineri Zach Steele 44 0 14 0 2 6 22 13 Team Colineri Jack Merkle 42 0 6 6 15 0 15 14 Team Mackey Tyler Richmond 40 21 6 13 15 Team Colineri Matthew Tyrrell 34 0 15 0 17 0 2 16 Team Colineri Chris Bialek 31 23 0 8 17 Team Mackey Tyler May 31 0 14 0 17 18 Team Colineri Chris Hamilton 30 0 18 6 1 0 5 19 Team Mackey Ryan McCauley 28 6 12 6 4 20 Team Colineri Blaise Zantinge 26 6 20 21 Team Mackey Matt Wilkinson 26 6 3 6 4 6 1 22 Team Colineri Will Meyer 24 6 11 0 7 23 Team Colineri Marcelo Mendoza 23 0 12 0 11 24 Team Mackey Damian Bowers 20 0 7 0 6 0 7 25 Team Colineri Hagan Moskau 19 6 13 26 Team Mackey Chuckie Pauken III 15 0 15 27 Team Colineri David Trevino 14 12 2 28 Team Mackey Travis Palm 11 0 11 29 Team Mackey Trevor Amos 10 0 4 0 6 30 Team Mackey Dylan Dudley 9 0 9 31 Team Colineri Devin Doss 9 0 9 32 Team Colineri Tom Papaccio 8 0 8 34 Team Mackey Trevor Michalesko 3 0 3 *Four points were awarded for each racing victory. Final standings from freestyle were counted for freestyle points. All-Star Challenge Team MVP's: Team Mackey: Jon Zimmer (101 Total Points) Team Colineri: Mark Colineri (67 Total Points)
  2. Event 3 Results: Freestyle Results: Freestyle Order: Matt Wilkinson (Team Mackey) Devin Doss (Team Colineri) Ryan McCauley (Team Mackey) Blaise Zantinge (Team Colineri) Trevor Michalesko (Team Mackey) Marty Hussey (Team Colineri) Trevor Amos (Team Mackey) Chris Hamilton (Team Colineri) Danny Mackey (Team Mackey) Zach Steele (Team Colineri) Andrew Sheets (Team Mackey) Blake Thompson (Team Colineri) Damian Bowers (Team Mackey) Marcelo Mendoza (Team Colineri) Josh Gajewski (Team Mackey) Jack Merkle (Team Colineri) Vincent Akard (Team Mackey) Matthew Tyrrell (Team Colineri) Brandon Scalf (Team Mackey) Chadwick Deerfoot (Team Colineri) Jon Zimmer (Team Mackey) Chris Bialek (Team Colineri) Tyler Richmond (Team Mackey) Mark Colineri (Team Colineri) Freestyle Scores: # Team Drivers Trucks Total Time Filled Air Momentum Technicality 1 Team Mackey Danny Mackey Speed Energy 46.5 20 9.0 9.0 8.5 2 Team Mackey Brandon Scalf Red Hot 46.0 20 9.0 8.5 8.5 3 Team Colineri Zach Steele Black Widow 2020 44.5 20 8.0 8.0 8.5 4 Team Mackey Andrew Sheets Skeledragon 44.5 20 8.0 8.5 8.0 5 Team Colineri Blaise Zantinge Blaise's Beast 44.0 20 8.0 8.0 8.0 6 Team Colineri Chadwick Deerfoot Robo Dragon 44.0 20 7.5 8.0 8.5 7 Team Colineri Mark Colineri Working Class VI 44.0 20 8.5 8.0 7.5 8 Team Colineri Marty Hussey ROR-V1 43.5 20 8.0 8.5 7.0 9 Team Mackey Josh Gajewski Kontrol Freek 43.5 20 7.5 9.0 7.0 10 Team Colineri Jack Merkle Vorian Prime 41.5 18 7.5 8.0 8.0 11 Team Mackey Jon Zimmer Terminal Velocity 41.5 17 9.0 7.5 8.0 12 Team Mackey Tyler Richmond Hemistorm 38.0 16 7.5 7.0 7.5 13 Team Colineri Blake Thompson Hysteria 35.0 15 7.5 6.5 6.0 14 Team Colineri Marcelo Mendoza Poison 34.0 12 8.5 7.5 6.0 15 Team Mackey Vincent Akard Grave Digger (Green) 30.5 10 8.0 6.5 6.0 16 Team Colineri Devin Doss Deja Vu 2020 28.5 12 5.0 6.0 5.5 17 Team Colineri Chris Bialek Showtime 2.0 28.0 10 6.0 5.5 6.5 18 Team Mackey Damian Bowers Untapped Rage 27.0 9 6.5 5.5 6.0 19 Team Mackey Trevor Amos Avenger (Blue) 19.5 7 5.0 3.5 4.0 20 Team Colineri Chris Hamilton Over Rev'd 18.5 6 4.0 4.0 4.5 21 Team Mackey Ryan McCauley Problematic 15.5 5 3.0 3.5 4.0 22 Team Mackey Trevor Michalesko Metal Mulisha 13.5 5 3.0 3.0 2.5 23 Team Colineri Matthew Tyrrell Fuel Injection 6 8.0 2 3.0 1.5 1.5 24 Team Mackey Matt Wilkinson Bootlegger 4.0 1 1.0 1.0 1.0 Points Earned: Team Mackey: Danny Mackey (+24 Points) Brandon Scalf (+23 Points) Andrew Sheets (+22 Points) Josh Gajewski (+17 Points) Jon Zimmer (+15 Points) Tyler Richmond (+13 Points) Vincent Akard (+10 Points) Damian Bowers (+7 Points) Trevor Amos (+6 Points) Ryan McCauley (+4 Points) Trevor Michalesko (+3 Points) Matt Wilkinson (+1 Points) Total: 145 Points Team Colineri: Zach Steele (+22 Points) Blaise Zantinge (+20 Points) Chadwick Deerfoot (+20 Points) Mark Colineri (+20 Points) Marty Hussey (+17 Points) Jack Merkle (+15 Points) Blake Thompson (+12 Points) Marcelo Mendoza (+11 Points) Devin Doss (+9 Points) Chris Bialek (+8 Points) Chris Hamilton (+5 Points) Matthew Tyrrell (+2 Points) Total: 161 Points Final Results: Team Mackey: +145 Points (495 Points Total) Team Colineri: +161 Points (511 Points Total) Final Points (All-Star Challenge): Team Mackey: 495 Points Team Colineri: 511 Points All-Star Challenge Champions: Team Colineri
  3. Event 3 Results: Racing Results: Round 1: Jon Zimmer defeated Jack Merkle (+1 Team Mackey) Andrew Sheets defeated Mark Colineri (+1 Team Mackey) Zach Steele defeated Vincent Akard (+1 Team Colineri) Josh Gajewski defeated Matthew Tyrrell (+1 Team Mackey) Marty Hussey defeated Trevor Amos (+1 Team Colineri) Blake Thompson defeated Damian Bowers (+1 Team Colineri) Danny Mackey defeated Chris Hamilton (+1 Team Mackey) Brandon Scalf defeated Chris Bialek (+1 Team Mackey) Tyler Richmond defeated Chadwick Deerfoot (+1 Team Mackey) Matt Wilkinson defeated Marcelo Mendoza (+1 Team Mackey) Blaise Zantinge defeated Trevor Michalesko (+1 Team Colineri) Ryan McCauley defeated Devin Doss (+1 Team Mackey) Drivers Dropped: Brandon Scalf (Team Mackey) Tyler Richmond (Team Mackey) Matt Wilkinson (Team Mackey) Ryan McCauley (Team Mackey) Points Earned: Team Mackey: +8 Points, +4 Bonus Points Team Colineri: +4 Points, +4 Bonus Points Round 2: Jon Zimmer defeated Zach Steele (+1 Team Mackey) Andrew Sheets defeated Marty Hussey (+1 Team Mackey) Josh Gajewski defeated Blake Thompson (+1 Team Mackey) Danny Mackey defeated Blaise Zantinge (+1 Team Mackey) Drivers Dropped: Jon Zimmer (Team Mackey) Andrew Sheets (Team Mackey) Josh Gajewski (Team Mackey) Danny Mackey (Team Mackey) Points Earned: Team Mackey: +4 Points, +8 Bonus Points Team Colineri: +0 Points, +0 Bonus Points Final Results: Team Mackey: +24 Points (350 Points Total) Team Colineri: +4 Points (350 Points Total)
  4. Event 3 Results: Qualifying Results: Team Mackey: # Drivers Trucks Discord Q Time Left Lane Time Right Lane Time 1 Jon Zimmer Terminal Velocity Jonny#8634 54.7185 54.7185 56.1885 2 Andrew Sheets Skeledragon sheetan22#2530 54.9167 54.9167 115.7317 3 Vincent Akard Grave Digger (Green) VincentA#4678 55.9717 999.9999 55.9717 4 Josh Gajewski Kontrol Freek Josh G.#1415 56.0634 56.0634 61.8522 5 Trevor Amos Avenger (Blue) trevor#2136 56.2751 56.6597 56.2751 6 Damian Bowers Untapped Rage minimooch256#7519 56.6973 58.0479 56.6973 7 Danny Mackey Speed Energy DannyMackey#5142 56.7993 57.1670 56.7993 8 Brandon Scalf Red Hot Sonar118#9363 57.3919 57.4321 57.3919 9 Tyler Richmond Hemistorm TheOnlyTJRich#0482 58.1080 58.9440 58.1080 10 Matt Wilkinson Bootlegger SealedGecko#0521 58.3001 62.2575 58.3001 11 Trevor Michalesko Metal Mulisha Trevor Michalesko#9357 58.4986 60.4276 58.4986 12 Ryan McCauley Problematic Aeremme #3918 60.2723 62.7781 60.2723 13 Brad Kerlin Shock Therapy BradKerlin#3029 64.6921 64.9094 64.6921 14 Jack McCarthy Destroyer Jackattack29#2224 65.9058 65.9058 999.9999 15 Tyler May Grave Digger (Fire) Tylinater #7336 66.0453 66.0453 67.7058 16 Lionel Herrera Max-D Yellow MonsterJam507yt #1284 67.1658 67.4406 67.1658 17 Edy Beltran El Chupacabra Edy#3598 67.2659 999.9990 67.2659 18 Austin Dahlgren Bad Habit Relapse Austin Dahlgren#1967 67.5943 70.9502 67.5943 Team Colineri: # Drivers Trucks Discord Q Time Left Lane Time Right Lane Time 1 Jack Merkle Vorian Prime Jack Merkle JR JR JR#9642 55.1858 55.2746 55.1858 2 Mark Colineri Working Class VI Mark Colineri#3092 55.8416 56.5305 55.8416 3 Zach Steele Black Widow 2020 Zach Steele#6028 55.8672 62.8980 55.8672 4 Matthew Tyrrell Fuel Injection 6 LordFrosting #2849 55.9339 56.5093 55.9339 5 Marty Hussey ROR-V1 Marty Hussey#4247 56.3436 56.8109 56.3436 6 Blake Thompson Hysteria MrGravedigger24#3944 56.5519 57.2014 56.5519 7 Chris Hamilton Over Rev'd Chris Hamilton#1074 57.1651 62.0767 57.1651 8 Chris Bialek Showtime 2.0 Chris B#5044 57.4077 64.3380 57.4077 9 Chadwick Deerfoot Robo Dragon CMDeerfoot#5139 57.5427 57.5427 57.7698 10 Marcelo Mendoza Poison Sweg#0029 58.5411 58.5411 68.9500 11 Blaise Zantinge Blaise's Beast Blaiser#9901 59.5358 59.5358 61.3482 12 Devin Doss Deja Vu 2020 Devin Doss ッ#1995 59.5731 999.9999 59.5731 13 Tim Smith Skoal Bandit lolTimmy#2002 59.6681 59.6681 60.2732 14 Joey Burgy Sacrifice McMonsterJam_Joey#4846 60.1588 72.9886 60.1588 15 Bradley Shaw Riptide 2020 MonsterTruckCanucker#7608 60.3284 63.9080 60.3284 16 Chris Pervolarakis Bounty Hunter El Hulkster#7852 60.4679 60.4679 69.1441
  5. We are announcing our brand new YouTube Channel today. We plan on hosting our special event coverage and other future videos here, so be sure to check it out and subscribe so you can keep up to date! Here is the first video, promoting the upcoming TBM Truck Fest. @AaronLurie put it together.
  6. The latest version of the game, 2020.01, is the version most everyone is using to make tracks and trucks as well as play online. I do not suggest installing and/or playing on older versions.
  7. No, NAMT is a customs only league. We've been working on a collection of open customs for everyone to use if you cannot make your own truck.
  8. Well you don't need any prior experience competing in order to sign-up for the league. However, the field for each event is formed from the 16 fastest qualifiers. So in that respect, you experience level may dictate how well you drive, making it more difficult to make events.
  9. Version 2.0.0

    4,864 downloads

    This is a collection of open customs for everyone to use for any event that is using the new NAMT Settings. I would like to thank the work of @AaronLurie, @CMDeerfoot, @Double.D ッ, @Edy, @JackMProductions, and @Doomed User. There are already 31 trucks in this first upload and there will be more added soon! Included Trucks: Pack 1: 4 Wheel Parts - (Cohen) - Aaron Lurie Big Red - (DKP) - Devin Doss Brenthel Racing - (CRD) - Aaron Lurie Chillout - (PEI) - Edy Beltran Colin McRae Vision - (Concussion) - Devin Doss Dirtfish - (CRD) - Devin Doss Driving Skool - (PEI) - Aaron Lurie Eclipse - (DKP) - Edy Beltran El Chupacabra - (Concussion) - Edy Beltran Fare Play - (PEI) - Rocco/Chadwick Deerfoot Fastenal Racing Fast Track - (Cohen) - Devin Doss Fiberwerx Trophy Truck - (Concussion) - Devin Doss Fox Racing - (CRD) - Aaron Lurie Heatwave - (Concussion) - Devin Doss HPI Blitz - (PEI) - Aaron Lurie Intruder - (DKP) - Jack Meredith JDM Concept - (PEI) - Devin Doss Maximizer - (Concussion) - Aaron Lurie Maxxis Racing - (PEI) - Aaron Lurie No Label 44 - (Rummel) - Devin Doss Octon8er - (CRD) - Edy Beltran Pure Breed - (Willman) - Edy Beltran Pure Muscle - (DKP) - Aaron Lurie Pure Muscle 99 - (Racesource) - Aaron Lurie Spin Master - (CRD) - Devin Doss Steer Clear - (Cohen) - Devin Doss Surf Monster - (PEI) - Edy Beltran SWAT - (Rummel) - Edy Beltran Tonka - (Rummel) - Aaron Lurie Traxxas SST - (Racesource) - Devin Doss Wonder's Monster Loaf - (Cohen) - Edy Beltran Pack 2: Big Delivery - (Cohen) - Edy Beltran/Aaron Lurie Hang 10 - (Concussion) - Danny Mackey Lawson Station - (DKP) - Chadwick Deerfoot Nitemare Expresss (PEI) - Edy Beltran No Limit - (Concussion) - Chadwick Deerfoot NOS Energy - (CRD) - Chadwick Deerfoot Poison - (PEI) - Andrew Wamsley Rat Fink - (CRD) - Andrew Wamsley (Original Design: Marcel Degen) Surf's Up - (Concussion) - Danny Mackey Udder Madness - (Cohen) - Edy Beltran THESE TRUCKS ARE ALL OPEN CUSTOMS. ANYONE CAN USE THESE WITHOUT NEEDING PERMISSION FROM THE CREATORS.
  10. Be sure to vote in the poll for this thread so we know who cannot attend the qualifying session on Saturday, September 19, 2020! We will add an additional date for qualifying if enough people will not be available, otherwise we will handle everything on a case by case basis!
  11. Sign-ups will open for NAMT sometime next month.
  12. Sign Up Format: Name: Discord: Truck: Download Link: Freestyle Song (YouTube Link): Year Debuted: Sign-Ups Open Saturday, August 22, 2020 @ 8:00 PM est/7:00 PM cst
  13. Sim-Monsters has been a community built around competing online in Rigs of Rods. Being as Rigs of Rods is a vehicle simulator and not a "video game" it hasn't always supported competitive gaming features. However with race timer support, there is an opportunity for more than just timed races. Using a hash generated by Rigs of Rods when a lap time is sent, I can verify if a truck file has been edited in any way. If you don't know what a hash is, let me explain. A hashing algorithm is a function that generates a fixed length result (the hash) from a given input. Basically you supply some input, say the text from a truck file, and the algorithm produces a "random" combination of letters and numbers. You can play with it yourself here: https://gchq.github.io/CyberChef/#recipe=SHA1() So what purpose does this serve? Let's see what the contents of a truck file look like when hashed: Okay, but what if we made a change to the truck file, something inconsequential like renaming the truck. The output is unrecognizable from the previous without even doing something like adjusting the suspension settings. Now how does this relate to an "anti cheat"? Well whenever you record a time on a track with a timer, there is information sent to the Rigs of Rods website so it can be posted on their list of race times (https://forum.rigsofrods.org/multiplayer/races). Along with the lap time, the truck you used, the track, and some other bits of data, a hash for the .truck file and a hash for the race script file are sent. For anyone that competed in the fun run I hosted a few weeks ago, you will remember the RoR API Swapping Tool I had you all use. By using the API Swapping Tool, this information was sent to a server I hosted and was comparing the hashes that everyone was sending to hashes made by the server, thereby allowing me to verify that no one had changed their truck files in any way. Don't worry, no one was cheating by the way. However this provides a way to ensure that no one is editing their truck. How does this work from a league owner's perspective? As a league owner, you are in charge of what your drivers can and cannot do to their trucks and as such you would be approving or denying trucks before drivers can use them. All you would need to do is take a copy of the exact truck file you approve for a given driver and have it uploaded to the server that I am hosting. If at any time the server reports a truck file as being modified it would be on the judgment of the league owner to decide what they want to do, whether its a ban or a warning. Also keep in mind that if you want to allow for a change to a truck, that the exact truck file for that change needs to replace the file hosted on the server, otherwise the server will still think the previous truck file is what it should be checking against. How does this work from a competitor's perspective? You have to be very aware of what you do to your truck file. If you so much as remove a prop to gain some FPS or rename the truck, the server will recognize that as a change to the truck file. There is no way for the server to know what you did to a truck file. If you have a suspension setup for racing and want to change it for freestyle, you better be sure that the league owner knows what you are doing or you will be detected as modifying your truck file. Remember, there is no way to see how you changed your truck file, we can only see that you did something to it. Because of this, if you do something that isn't technically cheating, there is no way for a league owner or official to know if you are or are not cheating. What does everyone need to have for this to work? Everyone will need to be using the RoR API Swapping Tool I have been working on. I will get a final version released on the site for easy downloading. Anyone who used it for the test fun run I held can attest that it is easy to use and understand, though I will be sure to make it as easy to use as possible. What does this mean going forward? Currently, the server I am hosting is not running at all times, however I could commit to hosting my server all the time for anyone to make use of. Currently, I have the results post directly into a Google Sheets so that everyone can see when times are sent and when modified trucks are detected, but I may build it into a more robust system. Moreover, this means we can better insure the integrity of our events and leagues and also explore more options for what options we allow or restrict for events and leagues. Events with modified engines, stock settings, or even event specific settings could be used without the worry that people may just ignore what rules are put in place. The plan for this is to pilot it in the upcoming TMB Truck Fest special event and continue using it for NAMT. After NAMT, I will look into building the server up so it can be used for other leagues without needing me to directly control it.
  14. Logo Credit: @acdcfan56 On September 10, 2010, Sim-Monsters.com was born. Over the past decade, this website has played host to some of the largest events in virtual monster trucks. From the early days of All-Monsters Eve and Fall Madness, to leagues like MROR, SSRS, KOTH, and SMRA, to modern leagues like NAMT, TLG, GZT, and ROR-MTP, this community has been rich with competition and The Monster Blog Truck Fest is no different! For the first time since 2014, The Monster Blog Truck Fest will host one of the largest events in the history of Sim-Monsters. This event will feature a two day, two stage racing competition that will test the skill of every driver and a freestyle competition that will push the limits of every truck on the track. On Night One of racing, for the first time ever, a Round Robin bracket will used to narrow the field to 24 drivers for Night Two. Night Two will be a showdown of the 24 best from Night One, competing in a single elimination racing bracket and freestyle competition to crown the champions of The Monster Blog Truck Fest. We would like to thank @TheMonsterBlog for sponsoring this event. Way back in 2014, we hosted the first TMB Truck Fest and The Monster Blog was there to give us a big name to support the event and they are back again to give this event the promotion it deserves. Be sure to check out The Monster Blog on their website (http://themonsterblog.us/) and Facebook page (https://www.facebook.com/themonsterblog). Rules: All trucks must be built from the NAMT Truck Settings Pack All trucks must run stock settings. NO TUNING! Visual changes, such as props and chassis variants, are allowed. Chassis variants that require node/beam adjustments are allowed, but will be inspected before being approved. All trucks must be customs. No replicas. Repli-customs are not allowed at this time. Contact an official if you need further clarification. All trucks must be uploaded to the site. Freestyle will be more realistic with lenient RII's. Everyone is required to use the RoR API Swapper while competing online. This is used to ensure all trucks are running to spec. See more details here: Full Rules for Truck Modifications can be read here: https://docs.google.com/document/d/17Er60Zsbh8xglP-dISW1Nfi-Vy7QcTgbh4YyHdAqaUA/edit?usp=sharing A PACK OF OPEN CUSTOMS WILL BE UPLOADED FOR THOSE THAT CANNOT MAKE A CUSTOM TRUCK WITHIN THE ALLOTTED TIME. ALL TRUCKS MUST BE SUBMITTED AND APPROVED BY TUESDAY, SEPTEMBER 15, 2020 @ 11:59 PM est/10:59 PM cst! Event Format and Information: Field Size: 48 Trucks Venue: The Dirt Track at Charlotte Discord: https://discordapp.com/invite/zjrgKEc Sign-Ups: Open: Saturday, August 22, 2020 @ 8:00 PM est/7:00 PM cst Close: Tuesday, September 15, 2020 @ 11:59 PM est/10:59 PM cst Track Format: The Monster Blog Truck Fest features two racing courses; one large crossover track and one small St. Louis style track that is a subsection of the larger crossover. Qualifying and Night 1 of racing will be held on the smaller St. Louis style track. Night 2 of racing will be held on the larger crossover track. Qualifying: Qualifying will be held 1 week prior to the TMB Truck Fest and will operate similarly to the World Finals in real life. 10 minutes before the qualifying session opens, we will allow everyone who is signed-up to request to qualify. After these 10 minutes, everyone will be randomly paired and the first round of qualifying will begin. Qualifying will be held on the St. Louis style track. Everyone will run 1 timed pass alongside the person they were paired with. Once the first round ends, the second round will begin. This round will pair the slowest two, then the next slowest two, and so on. The second round is optional, but if you choose to run in the second round, your first round time will be replaced with the second round time. Once qualifying is completed, the fastest 48 will be placed into their groups for the Round Robin stage of the racing competition. Fill-ins will be placed last in the list of qualifiers, reshuffling the groups as needed. Night 1: Night 1 will consist of just the Round Robin portion of the racing competition. Racing will be held on the St. Louis style track. Round Robin works by dividing the total field into small groups of drivers. Each driver in a group will race every other driver in their group. Example: 48 total drivers are divided into 12 groups of 4 One group has drivers A, B, C, and D For this group, there would be a total of 6 races: A vs B, A vs C, A vs D, B vs C, B vs D, and C vs D Each driver runs 3 races The two drivers with the most wins will move into the final bracket With a field size of 48, there are 12 total groups planned. Also we will require all 4 drivers for a group to be in the server at the same time, despawning their trucks when they are not racing. Night 2: Night 2 will consist of the final stage of the racing competition and the freestyle competition. Only the 24 trucks that make the final stage will compete in freestyle. Racing will be held on the crossover track. Event Dates and Times: Sign-Ups: Open: Saturday, August 22, 2020 @ 8:00 PM est/7:00 PM cst Close: Tuesday, September 15, 2020 @ 11:59 PM est/10:59 PM cst Qualifying: September 19, 2020 5:50 PM est/4:50 PM cst: Qualifying queue opens 6:00 PM est/5:00 PM cst: Round 1 of Qualifying ~7:30 PM est/~6:30 PM cst: Round 2 of Qualifying Night 1: September 25, 2020 6:30 PM est/5:30 PM cst: Driver's Meeting 7:00 PM est/6:00 PM cst: Event starts Night 2: September 26, 2020 6:30 PM est/5:30 PM cst: Driver's Meeting 7:00 PM est/6:00 PM cst: Event starts Event Documents: Sign-Ups: https://docs.google.com/spreadsheets/d/1GvVvKwrvfIRJrXvBXDtDTodpWEiBV6ZOXu18k2UadyI/edit#gid=1051805070 Qualifying: https://docs.google.com/spreadsheets/d/1GvVvKwrvfIRJrXvBXDtDTodpWEiBV6ZOXu18k2UadyI/edit#gid=1823897505 Poster Credit: @acdcfan56
  15. The final settings for the NAMT trucks have been released. Rules regarding tuning and set-ups will be posted soon.
  16. This is the final release for the truck settings that will be used for the upcoming season of NAMT! These trucks have seen many iterations and changes over the past few months in the open beta, and I am very proud of the outcome. The handling of these trucks are drastically different from trucks normally used for Rigs of Rods. In order to make building trucks with these settings as easy as possible, each truck is propped and textured so all that is needed is a body. Further, the trucks use a single texture to color many parts of the truck, including the chassis, shocks, swaybars, fourlinks, and rims. This will allow for retexturing these components to be faster and easier. Of course, those more experienced with truck building and Blender are welcome to add/change props used as they need. The second zip in the download list is for building trucks. The zip contains 8 separate folders with all the files required to make a single, standalone truck for NAMT.
  17. Version 2.0.13

    2,025 downloads

    This is the final release for the truck settings that will be used for the upcoming season of NAMT! These trucks have seen many iterations and changes over the past few months in the open beta, and I am very proud of the outcome. The handling of these trucks are drastically different from trucks normally used for Rigs of Rods. In order to make building trucks with these settings as easy as possible, each truck is propped and textured so all that is needed is a body. Further, the trucks use a single texture to color many parts of the truck, including the chassis, shocks, swaybars, fourlinks, and rims. This will allow for retexturing these components to be faster and easier. Of course, those more experienced with truck building and Blender are welcome to add/change props used as they need. The second zip in the download list is for building trucks. The zip contains 8 separate folders with all the files required to make a single, standalone truck for NAMT. You can read about how to put a truck together here: Included chassis: Cohen Concussion CRD DKP (Dark Knight Performance) PEI Racesource Rummel Willman Changes made to these trucks from previous V4 trucks: Total weight reduced from ~22,000 lbs to ~12,300 lbs Total RPM increased from ~4,200 rpm to ~8,100 rpm Top speed reduced from ~68 mph to ~59 mph Currently tuned for standard stadium floor size Tire grip was tuned appropriately and more balanced between front and rear Each chassis uses a fitted node beam to improve geometry, suspension settings, and prop placement Total shock travel lengths reduced to more accurate length New flag structure that is visually realistic, weighs less, and is non-contactable New muffler sounds Working RII lights (CTRL+1, CTRL+2) Each truck is tuned with a specific suspension setting The Willman also features a more forward center of gravity as it is a front engine truck Trucks sport open and split differentials Trucks are tuned using shocks3 section instead of shocks2 (read more about them here: https://docs.rigsofrods.org/vehicle-creation/fileformat-truck/#shocks3) This has been a long and tedious process and I would like to thank all of you for your patience in waiting for this and NAMT to get going. I would also like to thank @Wambo for all his help building and tuning these trucks, as they would not be as good as they are without him. Lastly, thank you to all my beta testers and other contributors: @AaronLurie (also provided new sounds) @rockgod88 @Chris B @CMDeerfoot @Double.D ッ @Andrew @iZonarYT @fernBurn @JonnyZimmer @Zach Nicholas @Edy @CIDRA racer @Ruiner @Jack Merkle @RKM @monsterjamcod0329 @Steele
  18. 1. Download "NAMT_TRUCKS(BUILDERS_PACK)(2.0.13)" 2. Select the folder for the chassis you are building your truck on (each folder contains all the files needed for each truck). 3. To add a body, import the chassis .mesh file into Blender. 4. Align your body to fit the chassis (do not move the chassis). 5. Make sure the origin point of the body mesh is the same as the chassis mesh. Select the body and use the hotkey SHIFT+CTRL+ALT+C to bring the menu up and select "Origin to 3D Cursor." 6. Assign a material to the body (preferably the name of your truck). Don't forget a fiberglass material! Here is a tutorial @AaronLurie made for making materials in Blender: https://streamable.com/bzeajd 7. Export the body mesh. You will not need any .material files for this, delete them! 8. Rename the .truck file, the two textures used for the prop colors, and flag texture. The prop colors textures are named as *chassis*-PropColors.png and *chassis*-PropColors-spec.png OLD: NEW: OLD: NEW: OLD: NEW: 9. In the "managedmaterials" section of the truck file, you want to rename the prop colors textures to what you renamed them to. OLD: PropColors mesh_standard Concussion-PropColors.png Concussion-PropColors-spec.png NEW: PropColors mesh_standard [TRUCKNAME]-PropColors.png [TRUCKNAME]-PropColors-spec.png 10. Then add the material for the body, texture, and spec to the "managedmaterials" section. ;Body CustomTruck mesh_standard [TRUCKNAMEBODY].png mt-spec.png Fiberglass mesh_standard Fiberglass.png mt-spec.png 11. If you have a custom flag texture, rename it in the "managedmaterials" section. OLD: Flag mesh_standard Flag.png - NEW: Flag mesh_standard [TRUCKNAMEFLAG].png - 12. Go to the "props" section and add the body mesh. OLD: props 3,6,13, 0,0,0, 0,90,0, ConcussionChassis.mesh 3,6,13, 0,0,0, 0,90,0, ConcussionProps.mesh NEW: props 3,6,13, 0,0,0, 0,90,0, JeepBody.mesh 3,6,13, 0,0,0, 0,90,0, ConcussionChassis.mesh 3,6,13, 0,0,0, 0,90,0, ConcussionProps.mesh 13. If you are not running a flag, remove the following from the "flexbodies" section: ;flag 100,108,106, 0,0,0, -90,0,0, Flag.mesh forset 0,10,99-106 14. In the "axles" section, near the top of the file, select what type of differentials you want to run. This is done by changed the "lolo" and "lloo" to one of the following: ;Locked in front and rear axles ;front left, front right w1(61 51), w2(62 56), d(l) ;rear left, rear right w1(85 75), w2(86 80), d(l) ;Open in front and locked in rear axles ;front left, front right w1(61 51), w2(62 56), d(o) ;rear left, rear right w1(85 75), w2(86 80), d(l) ;Locked in front and open in rear axles ;front left, front right w1(61 51), w2(62 56), d(l) ;rear left, rear right w1(85 75), w2(86 80), d(o) ;Open in front and open in rear axles ;front left, front right w1(61 51), w2(62 56), d(o) ;rear left, rear right w1(85 75), w2(86 80), d(o) 15. Rename the truck on the first line of the .truck file ("NAMT TRUCK (Cohen)" -> "My Custom Truck (NAMT)"). 16. Test your truck in-game. Notes: - If you are editing/changing/replacing the meshes provided, rename them to match your truck (e.g. CRDProps.mesh -> CustomTruckProps.mesh). - Remember that you need a "-" at the end of a managed material if you do not want a spec map applied in game. - You are free to replace any props used in this with your own if you wish. You are not required to build your truck on the props included, they only serve for those who do not wish to prop a truck from scratch. - Make sure you are aware of what legal changes are allowed for the league using your truck before tampering with the settings! - You can replace the chassis with a variant (e.g. CRD with a halo), but be aware that the node/beam may need to be modified to accommodate slight changes to the size of the chassis. - If you have any questions about making your truck for NAMT, please contact me (Discord: DannyMackey#5142)
  19. We are working on a set of new trucks for everyone to base their customs off of. More details about legal changes to the default trucks will be released soon (as will the final settings for the trucks). Week 1 is scheduled for Saturday, October 10th, with sign-ups opening well before that.
  20. Do you have the correct drivers installed for the controller? Are you using any extra software that makes the PS4 controller emulate an Xbox controller? Also make sure any .map file you are using is not called "input.map," that is the .map used for the keyboard. If you are using the mapping tool, the .map filename has to be exactly what Rigs of Rods is looking for when it recognizes your controller. You can check what the file name needs to be with the input mapping tool.
  21. Try using this input map, it comes with rear steer mapped to X and B. Otherwise you can make your own input map with the Input Mapping Tool (http://forum.rigsofrods.org/resources/windows-input-mapping-tool.13/)
  22. Welcome to the site. What type of controller are you using? Also did you try to remap the buttons on the controller or are you just playing the game without changing anything?
  23. Yesterday there was a second update to the pack as well as a new survey for you guys to fill out (https://docs.google.com/forms/d/e/1FAIpQLSejPdkoCzCHCNyqvT1o01Ib74aIvmWS2R8BjvKC80RgWdL-IQ/viewform). I wanted to take some time and go over what the overall plan is for these trucks as we move towards NAMT. Since the beginning of this community, we have been striving towards making the most realistic trucks possible. The trucks went from expanding on the Box5 pack to 100+ truck pack releases, with each iteration improving the trucks. However most of these improvements have been visual first and handling second. Sure the trucks don't have 3 gears anymore and aren't going over 70 mph, but they still weigh over 22,000 lbs. yet can clear a stadium floor at quarter throttle. Back when I hosted SSRS, the lack of realistic handling was an afterthought, competition was king and the V4 pack was all that there needed to be. This may well have been the general consensus at the time, though I am sure there were plenty of people looking for better. It's only been more recently that leagues like SMRA tried to enforce more realistic settings on their trucks to a mixed success. The trucks were an improvement, but really didn't go far enough, and NAMT was the only other league to make any use of these settings (to my knowledge). When it was decided that NAMT would run again this year, I wanted to reconsider the settings of the first season. There was more that could be done to the trucks and I wanted to see it happen. As we stand now, I am very proud of how the trucks have come along and expect the progression of these settings to continue after this season of NAMT. I do think it's important to explain what I would want to do with these trucks and settings. Phase 1 (Special Event and NAMT): Once we are set on the 8 trucks in the pack, I want to provide everyone a good base to build upon. This includes providing aligned and propped models for each chassis type. I would like to see fully propped chassis, but I know most people dread dealing with aligning everything below the chassis, so that will be a priority. If all can be done, I want the final pack to contain fully propped trucks, possibly with some preset bodies and maybe a few custom paints included. I want to make this as a base for everyone to use, obviously a pack like V5 is impossible these days, but a solid base should make truck building easier for everyone. Now I am not going into too much detail, but we are planning on hosting a special event just before NAMT starts. This event is going to require trucks using these settings. We are planning this event to allow as many people as possible the chance to compete, like more than normal. Depending on what you all want and what we think is reasonable, tuning options will be determined before this event and will probably be used for NAMT. The final part of Phase 1 is NAMT. A full season with everyone competing with these trucks will further aid future changes that may be needed for these trucks. Phase 2 (More chassis and suspension options): After Phase 1 the trucks will have seen use in a special event and a 14 event season. We can look back and figure out what we think is most appropriate for these trucks. At the time of writing, we haven't decided how to deal with various axles and shock mounting points. If you look at any monster truck the mounting points for fourlinks and shocks varies greatly, this impacts handling greatly. We want to have the trucks reflect such changes, but our dilemma is whether to restrict these changes to just whatever we approve or allow everyone to do as they please with mounting positions. The problem is that the trucks currently emulate bump stops by using a shock that restricts the travel length of the actual suspension, by opening these mounting points to everyone, handling will change dramatically and could lead to unrealistic settings and/or poorly handling trucks. With the feedback we will have seen through Phase 1, I want to make a decision regarding this issue. Once this is resolved, we can consider custom chassis types, and more importantly, directly associating props with their impact on the trucks handling. Phase 3 (The future of these trucks): By now, the trucks should be very realistic, with options for refined suspension settings and handling that relies on the visual props of the trucks. More changes and revisions may go on at this point, but that's something that time will tell. Now I can't force everyone to use these trucks for every league, but I am hoping that by this point the improvements made will encourage more people to make these trucks the standard for use across leagues on or off the site. So that's the idea here. There have been a few failed attempts since V4 to dramatically improve the trucks we use, but I think this is the opportunity do finally get the job done. I want to thank you guys for testing and giving us feedback for these trucks. I ask for your patience, these trucks will take some time to get right, and settings will be more restrictive for now than usual, but eventually you all should be able to tune these trucks how you want to (in a realistic manner of course). If you want to help us out, there's a fun run to test these trucks this Saturday. Come out and see how it feels to compete with them and help us make the trucks better.
  24. We are hosting a fun run for everyone to test out the NAMT Beta Trucks in competition. We are also testing a new tool to change the race time API. Rules are straightforward: Download the latest version of the beta pack. Do not modify any settings. Download and run the "RoR API Swapper.exe" Apply the custom api info so lap times are sent to us and not the Rigs of Rods website. This is what the RoR API Swapping Tool looks like when you open it. All you all have to do is paste the server info I give you into one of the custom servers, select it, and "Apply Changes." To change back to the Rigs of Rods API just select Default and "Apply Changes." RoR API Swapper Download: https://drive.google.com/file/d/1TaMQQQ9qxNiO9y_NP-sRTV4Sv2J0w0ji/view?usp=sharing READ THE README.txt UNZIP INTO ANY FOLDER TO INSTALL. MESSAGE ME WITH ANY ISSUES. Event Rules: 16 truck event Fastest 16 qualifiers get in 1v1 racing bracket 16 truck freestyle competition 2 minute freestyles with SSRS/NAMT scoring Semi-realistic freestyles with more details during the Driver's Meeting Trucks: NAMT Truck Settings Open Beta Track: SMRA Tampa 2015 (2020 Update) Track X: RoR API Swapper Download: https://drive.google.com/file/d/1TaMQQQ9qxNiO9y_NP-sRTV4Sv2J0w0ji/view?usp=sharing READ THE README.txt UNZIP INTO ANY FOLDER TO INSTALL. MESSAGE ME WITH ANY ISSUES. Event Times: Qualifying: Opens: Saturday, July 18, 2020 @ 6:00 PM est/5:00 PM cst Closes: Saturday, July 18, 2020 @ 7:00 PM est/6:00 PM cst Event: Discord: http://discord.gg/yMHEzTA (NAMT Discord) Driver's Meeting: July 18, 2020 @ 7:30 PM est/6:30 PM cst Field size is fastest 16 qualifiers, anyone slower is a fill-in SIGN-UPS ARE RESTRICTED TO CHASSIS TRUCKS IN BETA PACK (CRD, COHEN, PEI, WILLMAN, RACESOURCE, AVENGER, CONCUSSION, HALL BROTHERS) Format: Name: Truck (Chassis): Discord: Qualifying Results: https://docs.google.com/spreadsheets/d/1Cjr1v0jUUObeW10FTF_UdnZhD1HKB5BPXVE-iUdhcaE/edit#gid=287738047 Event Results: https://docs.google.com/spreadsheets/d/1Cjr1v0jUUObeW10FTF_UdnZhD1HKB5BPXVE-iUdhcaE/edit#gid=337570373
  25. Version 1.0.1

    846 downloads

    Originally used in SMRA Season 2, this is a custom So-Cal track at Tampa. I updated this to include new grip settings and race timers. Also added the skidmarks for the grip settings that have a similar color to the dirt. Track X: Credits: Danny Mackey (Models, Textures, Paint) Klayton Halog (Models, Textures) Sim-Monsters (Textures) MTM2 (Textures) Aaron Lurie (Textures, Paint) Chadwick Deerfoot (Textures)
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