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Indianapolis, IN 1985 (USA Motorsports) 1.0.0


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About This File

This is a replica of the 1985 USA Motorsports "Motor Spectacular" event at the Hoosier Dome, in Indianapolis, Indiana. The zip contains two versions of the track: the standard version, with crushable junk cars, and a version for online play, with solid junk car props.

The monster truck lineup for this event included:
-Lil' Bearfoot (Fred Shafer)
-Taurus (Jack Willman)

 

Credits:

Stadium Model - DiggerFan
Crushable Junk Cars - DiggerFan
Solid Junk Cars - Slickster (converted from MTM2)
"Parked" Vehicle Props - Hot Shoe
Construction Vehicle Props - Malibu350 & TRI (converted from MTM2)
Flag Banners - DiggerFan

Dirt/Mud Textures - RockCrwlr
Crowd Textures - RockCrwlr
Empty Seat Textures - RockCrwlr, recoloured by DiggerFan
Press Box Textures - Casey Graves
Other Stadium Textures - DiggerFan

If I forgot anyone, please notify me as soon as possible.

Also, thanks to Hot Shoe, Blizzard, Mark Iron & CIDRA Racer for testing this track.

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Diggerfan, yet again you impress me with the sheer amount of detail put into this replica track! It's always great to see the retro ones being created. Keep up the great work as always! :D

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3 hours ago, Garrett Hanson said:

this looks like a great track only that it's not for 0.4

 

2 hours ago, 1029Eric said:

If only it was for 0.4. Otherwise nice job.

Say what you want but it's still annoying to see that every single time a new track gets published that there has to be the obligatory errant comments for it be available for 0.4 almost instantly after release.

While I'm sure someone will convert this track, one problem is the fact that the crushable cars on the standard version cause the game to crash for unknown reasons in 0.4. This is according to a discussion DiggerFan and I had during beta testing. I'm sure the online version, with the solid junk car props can be converted, but then part of the allure of having actual crushable cars and deformation to the meshes of those crushable cars would be missing. That's half the fun for me on this track: seeing how "destroyed" the cars can get.

On topic: John. At the risk of sounding cliche, your work never ceases to amaze me. The attention to detail, the seemingly 1:1 recreation of the event, the look, feel, and atmosphere is second to none. This track runs very smoothly. I have a lot of fun rolling around the track, blasting through the mud put, and crushing those cars...again, again, again, and again. Those crushable cars are very cool, as I've stated.

Thank you for the opportunity to beta test this! I'm certainly looking forward to more of your tracks.

An absolute fantastic job from you as usual!

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4 hours ago, Garrett Hanson said:

this looks like a great track only that it's not for 0.4

I did make a version of this track for RoR 0.4, with improved ground textures, to make use of the new bump mapping features built into the new version of RoR. Unfortunately, as Hot Shoe mentioned, I've been having problems with the crushable junk cars crashing the game for some unknown reason in 0.4. I'm working on figuring out a solution, and once I do, it will be released.

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Just now, DiggerFan said:

I did make a version of this track for RoR 0.4, with improved ground textures, to make use of the new bump mapping features built into the new version of RoR. Unfortunately, as Hot Shoe mentioned, I've been having problems with the crushable junk cars crashing the game for some unknown reason in 0.4. I'm working on figuring out a solution, and once I do, it will be released.

ok. thanks

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The crushable cars blow my mind, you guys have managed to not cause fps drop from it either so it runs perfectly. The amount of detail in this track is just amazing. 10/10 DiggerFan!

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16 hours ago, Garrett Hanson said:

could u convert it to 0.4?

I have tried but can not get the spawnpoint right. No one will help me. Everyone on here tells me to shut up and die.

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30 minutes ago, 1029Eric said:

I have tried but can not get the spawnpoint right. No one will help me. Everyone on here tells me to shut up and die.

I know. and maybe someone will help you. maybe. btw, wanna be friends?

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The stadium and everything looks amazing, but the best part IMO is the crushable cars. They're infinitely better than the old Box5 cars. They look better, they don't murder your framerate when you hit them, and you don't get stuck in them constantly. They're fantastic

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1 hour ago, Coconutmen said:

DiggerFan you should do a tutorial on how to place .load's on track :(

I find that it's mostly a trial-and-error process. I enter a set of text coordinates (in the .terrn file for 0.39- or in the .tobj file for 0.4+) to initially place the objects on the track, then check in-game to see where it is, and modify the coordinates accordingly.

 

Here's an example from the Indy track:

116.072119, 0.4, 58.593774, 0, 270, 0, load Indy85BlueCar.load

 

The first and third numbers (116... & 58...) are the X & Z position coordinates (location on the ground surface), and the second number (0.4) is the Y coordinate (vertical height of the object origin point above the ground). The last 3 numbers are the objects rotation about the X, Y & Z axes, followed by "load" (to signify that this particular item is a load file), and the file name.

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2 hours ago, DiggerFan said:

I find that it's mostly a trial-and-error process. I enter a set of text coordinates (in the .terrn file for 0.39- or in the .tobj file for 0.4+) to initially place the objects on the track, then check in-game to see where it is, and modify the coordinates accordingly.

 

Here's an example from the Indy track:

116.072119, 0.4, 58.593774, 0, 270, 0, load Indy85BlueCar.load

 

The first and third numbers (116... & 58...) are the X & Z position coordinates (location on the ground surface), and the second number (0.4) is the Y coordinate (vertical height of the object origin point above the ground). The last 3 numbers are the objects rotation about the X, Y & Z axes, followed by "load" (to signify that this particular item is a load file), and the file name.

this is like a quick question, are you a track maker?

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I believe the file comments are reserved for glitch/error/missing file reports, relative questions, and relative comments. 

Yet another designer and 3D modeler willing to share their hard work and focus with the rest of us, asking nothing in return. Let's not forget how rare that is.

Big thanks DF. 

Superior job on this one, as many others have said, those crush cars are great fun!

 

 

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I would love it if you can make more stadiums from that time period I love the realistic physics from the old cars. Thank you to all the creators I love it.

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9 hours ago, 1029Eric said:

I have tried but can not get the spawnpoint right. No one will help me. Everyone on here tells me to shut up and die.

I have a idea, send me a pic on where it spawns.

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13 hours ago, jamisles02 said:

Track looks nice, but can't get into the menu to select a truck on the standard version. Is there a key command that I'm missing?

To select a truck, you need to go to the "truck shop" building (it should be close to where the character spawns). When you enter the door on the left of the building, it should open up the truck selection menu.

Unfortunately, with the way the game handles tracks, if there are .load files on the track (as the crushable cars are), the game disables the automatic truck selection menu, and you need to use the truck shop building.

 

Alternatively, if you are using version 0.38 of Rigs of Rods or newer, if you move the mouse to the top-left of the screen, a menu should appear. From there, you can select "Simulation," then "get new vehicle" to select a truck.

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