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DiggerFan last won the day on February 3

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About DiggerFan

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  1. Can you make a 1988 Grave Digger?

  2. More experimentation with the weight balance on the pulling sleds... and since some people were asking about wheelstands after the last video, I've included a few wheelstands
  3. I haven't posted here in a while, so here's a project I've been working on lately. It's not exactly a monster truck, but it's indirectly related to monster trucks, so I think it still fits:
  4. Hey DiggerFan,

    I've used this site a lot in the past and never made an account since I eventually stopped visiting. I have downloaded many trucks from you and they're all awesome. You were the first user I ever saw on this site and your uploads and feedback made me think that you'd be a reliable user to talk to. Anyways, I'm wondering about which version of RoR to get. Most trucks and tracks on this site are made for 0.37 it seems. And there seem to be a few variations of 0.37. But I personally don't like 0.37. I found myself having to completely exit out of the program and reopening it every time I wanted to use a different vehicle since you can only do it through a garage and there are usually no garages on these monster truck maps. I had downloaded the latest version of 0.4 maybe a year ago and I loved that a lot more. You had the "Simulation" dropdown menu at the top to select a different truck without needing a garage or needing to restart the program. But most of the trucks and tracks I think I would love to download from this site don't seem to be compatible with the latest versions. Still, 0.4 felt a lot easier to use. I've seen some uploads on here of a few different variations of 0.37 and all the comments seem to be just from those who downloaded these versions and found that they were almost completely unusable. I have seen some discussion about 0.4.6 (4.6?) on this site and it seems to also be a highly used version. But that still doesn't help me with figuring out a good version to download of RoR or what exactly is and is not compatible with certain versions. Could you please help? You honestly seem to be one of the best. And It's been a dream of mine to have RoR with all my favorite trucks and tracks since I was younger. I thought it would be best to ask someone who's had a lot of experience with it and you seem to be exactly that. 


    And since this is public, anyone else who might know please help

  5. Would you ever make an old school Grave Digger #1and#2?

    1. krazyd24


      i'm not speaking for him but at the moment he already made a digger 1 but just working bugs out of it

  6. Some more updates to the different versions of Awesome Kong. 1988: 1989: 1990:
  7. Here are some more updates on Awesome Kong. I've updated the tires to the "mis-match" of tires that were run on the actual truck in 1989 & 1990, with a worn-down Firestone tire on the left-front, and differently-worn Goodyear tires on the other three corners: I've also updated the engine bay in the rear of the truck:
  8. Structurally, the .load files are pretty much the same as a truck file, just with a few sections removed (no engine, soundsources, commands/hydros, etc). One problem I've discovered, though, is that creating each junk car as an individual .load, and placing them next to each other to form a row of cars, can crash the game when you try to drive over them. That's why my tracks have .load files for a row of cars, since the game seems to handle it better when cars placed that close together are part of the same .load. I don't know if this has been fixed in newer versions, however, as I haven't done much testing to that extent since Rigs of Rods 0.4.5. As far as placement on the track, I pretty much use trial-and-error. I'll set them up with an assumed set of coordinates in the .tobj file, load the track in-game & see where they ended up, then adjust the coordinates accordingly. In older versions of Rigs of Rods, when you tried to spawn .load files on a mesh terrain, they would sink through the mesh, to the "ground" underneath, but the collision detection with mesh terrains seems to have been fixed in the newer versions. I just ran a quick test on HotShoe's TNT Mankato Speedway track in RoR 0.4.7, and I was able to spawn a set of junk cars on the high-banked curve of the speedway, without the cars sinking through the mesh.
  9. If you're looking for the blue & yellow crushable cars, they're from my St. Louis 1999 replica. The car sets are .load files, so if you have the track installed in your game, you should be able to spawn the cars on any track you'd like (similarly to spawning a truck).
  10. Dusting off an old project I haven't worked on in a while...
  11. I thought I'd have a bit of fun with the video editing on this one, and create a video to look like an old VHS recording, as an homage to "Motor Madness"
  12. DiggerFan

    Excaliber #1

    Version 1.1


    This is a replica of the original Excaliber monster truck, as driven by Mike Nickell, Dave Marquart, and Charlie Pauken in the 1980s & early 1990s. This pack contains 9 versions of the truck: -1985 -1986 (version 1, grey rims) -1986 (version 2, red rims) -1987 (version 1, GMC grille & black/red planetary hubs) -1987 (version 2, Chevy grille & gold planetary hubs) -1988 -1989 -1990 (CAMEL Mud & Monster Series display version) -1990 Notes: -This is a standalone add-on. It does not need to be extracted into the V4 pack to work. -This vehicle has been tested to work with Rigs of Rods versions 0.4+, as well as 0.39 (& earlier). -This vehicle has several additional features, as listed below Features: Hazard Lights - Press "CTRL+1" to turn the lights on or off. Headlights - Press "N" to turn the lights on or off. Pulling Hitch - Use the mouse to drag the pulling sled chain to the hitch. Press "L" to lock the chain to the hitch. Press "L" again to unlock the hitch. Credits: Body - DiggerFan Frame - DiggerFan Tires - RockCrwlr, modified by DiggerFan Rims - DiggerFan Axles - DiggerFan Engine - DiggerFan Carburetors/Air Filters - DiggerFan Transfer Case/Transmission - DiggerFan Shocks - DiggerFan Rollbar - DiggerFan Bumpers - DiggerFan Driveshafts - DiggerFan Gas/Brake Pedals - DiggerFan Steering Wheel - DiggerFan Gauges - RKM Seats - DiggerFan Fuel Tank - DiggerFan Steering Knuckles - DiggerFan Leaf Springs - DiggerFan Engine Sounds - Beau4x4 Node-beam - DiggerFan Also, thanks to Mark Iron, Blizzard, Josh Rhodes, and CIDRA Racer for testing this truck. If I forgot anyone, please notify me as soon as possible.
  13. Testing the new node-beam for Excaliber, and in true Excaliber fashion, hitting the cars wide-open...
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