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SM V5 v1.0.1-beta

   (18 reviews)

27 Screenshots

About This File


Since 2010, Sim-Monsters.com has been working towards creating the best monster trucks for Rigs of Rods. The community has seen 4 major versions of our trucks, with the last version released in 2012. 10 years later and our community has taken V4 and pushed it to its limits, making some of the best looking content available. However, it is time to take a big step forward, it is time for V5.

Development of V5 has started at the beginning of 2021 and has seen that time spent modeling, texturing, tuning, and testing to create the latest and greatest in monster truck simulation for Rigs of Rods.

The first issue we wanted to correct was making V5 accurately scaled, all previous versions have used models that overscale the truck by about 1.1x and were not proportionally accurate.  Our models were made as close to 1:1 as possible to real life and allow the underlying node/beam and settings to behave better as well. We used 3D scans from an iPhone as well as physically measured assembled trucks and body parts to ensure the trucks stance and measurements are as accurate as possible.

Shown is a V4 CRD truck side-by-side with a V5 CRD truck:






Our texture work has seen great improvements from the use of Substance Painter which allows us to import our 3D models and apply advanced texturing methods, offering a far greater level of detail than we have been able to create previously.  Now textures can have detailed scratches, wear, and materials applied to them in Substance Painter that are specific to the type of metal, plastic or other material we want to make.







Over the past two years, most of our time has been spent testing, tuning, and adjusting the node/beam settings so these trucks behave as close as possible to their real life counterparts.

The work does not end with this first release however, now it is your turn to drive and test these trucks and help us improve them further.

Going forward we plan to continue improving these trucks as needed, as well as making more trucks for the CRD and moving on to making other chassis.

General Credits:

  • CRD Node/Beam and Settings: Aaron Lurie/Danny Mackey
  • CRD Chassis: Aaron Lurie/Nick Kozak (Model) | Edy Beltran/Aaron Lurie (Texture)
  • CRD Chassis Props: Aaron_Lurie/Andrew_Sheets/Johan_Seminario/Edy_Beltran/Fernando_Martinez/Matt_Wilkinson (Model) | Aaron_Lurie/Edy_Beltran (Textures)
  • CRD Fourlinks: Andrew Sheets (Models) | Aaron Lurie (Textures)
  • CRD Swaybars: Aaron Lurie/Edy Beltran (Models/Textures)
  • CRD Driveshaft: Johan Seminario (Models) | Aaron Lurie/Brian Langford (Textures)
  • PEI Axle: Andrew Sheets/Johan Seminario (Models) | Brian Langford (Textures)
  • PEI Axle Brake Calipers: Andrew Sheets (Models) | Aaron Lurie (Textures)
  • PEI Axle Brake Rotor/Cage/Pads: Johan Seminario (Models) | Brian Langford (Textures)
  • Rims/Planetaries: Johan Seminario (Models) | Aaron Lurie (Textures)
  • BKT Tire: Andrew Sheets (Model) | Edy Beltran/Andrew Sheets (Texture)
  • Lights/Flares: Aaron Lurie/Terron Fuller/Danny Mackey
  • Body Mounts: Danny Mackey/Aaron Lurie (Models) | Aaron Lurie (Textures)
  • Driver Model: Monster Jam Steel Titans (Model/Texture)

Truck Credits:

  • Bakugan Dragonoid: Johan Seminario/Edy Beltran (Model) | Johan Seminario (Texture)
  • Blue Thunder: Andrew Sheets (Model) | Johan Seminario (Texture)
  • Earth Shaker: Andrew Sheets/Fernando Martinez (Model) | Edy Beltran/Mason Paul (Texture)
  • El Toro Loco: Jake Urnes (Model) | Johan Seminario (Texture)
  • Grave Digger: Terron Fuller/Andrew Sheets (Model) | Johan Seminario (Texture)
  • Lucas Stabilizer: Aaron Lurie (Model) | Devin Doss (Texture)
  • Megalodon: Andrew Sheets (Model) | Edy Beltran/Aaron Lurie (Texture)
  • Mohawk Warrior: Andrew Sheets (Model) | Edy Beltran (Texture) | Edy Beltran (Mohawk)
  • Monster Energy (Escalade): Andrew Sheets (Model) | Mason Paul (Texture)
  • Monster Energy (F150): Andrew Sheets (Model) | Mason Paul/Johan Seminario (Texture)
  • Monster Jam Stunt Truck: Andrew Sheets (Model) | Fernando Martinez (Texture)
  • Monster Mutt: Edy Beltran/Terron Fuller (Model) | Edy Beltran/Johan Seminario (Texture) | Johan Seminario/Aaron Lurie (Tongue/Tails/Ears)
  • Scooby-Doo: Terron Fuller (Model) | Edy Beltran/Aaron Lurie (Texture)
  • Sim-Monsters: Terron Fuller (Model) | Edy Beltran (Texture)
  • Soldier Fortune: Edy Beltran (Model/Texture)
  • Soldier Fortune Black Ops: Edy Beltran (Model/Texture)

Thank you to all our V5 Contributors and Testers:

For best quality, be sure to enable `Realtime Reflections` in your graphics settings:

How to Install Rigs of Rods:


How to Install SM V5 CRD:

  1. Open Windows Explorer
  2. Go to `My Documents` > `My Games` > `Rigs of Rods` > `mods`
  3. Place the downloaded zip in the `mods` folder.


If you are suffering from low FPS, consider doing the following:

  • Run Rigs of Rods in fullscreen, not windowed
  • Run Rigs of Rods in a smaller resolution
  • Lower your graphics settings.
    • Lower shadow quality
    • Turn shadows off
    • If "Texture filtering" is set to Anisotropic. lower the Anisotropy levels
    • Reduce "Texture filtering" to Trillinear, Bilinear, or None
    • Lower FSAA in the Render System tab
    • Reduce/turn off Realtime reflections
  • Make your textures smaller
    • Copy large textures out of the zip
    • Resize them to be smaller
    • Copy them back into your zip
  • Disable flexbodies on tires (tires will not flex or appear broken)
    • Copy the .truck file(s) out of the zip and paste them somewhere else (your Desktop, Documents, ect.)
    • Edit the .truck file(s) with Notepad (or any other text editor)
    • Find the line for "flexbodies"
    • Move each line that ends with "BKT2021.mesh" above the line that says "flexbodies"
    • Delete the lines beginning with "forset" that were below each line ending in "BKT2021.mesh"
    • Save and copy the .truck(s) back into the zip
    • Before:
    • PK0IByf.png
    • After:
    • v8Roa0p.png

We will be looking into making an FPS version of the trucks in a future update.

What's New in Version v1.0.1-beta


Fixed misspelling of Krysten Anderson on Grave Digger 41 regular/40th (Austin Dahlgren#1961)

Updated version info in truck file description

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User Feedback

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   18 of 18 members found this review helpful 18 / 18 members

Incredible work team, this is indeed a dennis moment 


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   6 of 6 members found this review helpful 6 / 6 members

For someone who has only driven these trucks for about a couple of minutes I have to say that I am really REALLY excited for the future of this iteration of these trucks. 
While I think it would be great to see breakage implemented down the road, and definitely am gonna put aside my minescule grievances with paints and small other things that dont really matter these trucks are so much fun.
The quality of the props, the models, textures, handling is really top tier.
Im excited to see the future of this mod expand in the coming years

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Thomas Frasco

   6 of 6 members found this review helpful 6 / 6 members

amazing trucks! Merry Christmas!

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   4 of 4 members found this review helpful 4 / 4 members

Damn...unbelievable work everyone involved. I haven't made anything for RoR for a couple years now, but this is making me want to get back to it. The attention to detail is fantastic. Scale, handling, really really solid work. 

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Chris Hamilton

   2 of 2 members found this review helpful 2 / 2 members

Fantastic work guys! Really shows how much progress content has came for this game, and combined with a nice track, makes for a game that is enjoyable to play and looks amazing. Looking forward to seeing what else you guys have in store!

  • Like 1
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   2 of 2 members found this review helpful 2 / 2 members

Incredible. Cannot wait to see the progression of this.

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   10 of 11 members found this review helpful 10 / 11 members

Julio has just lost the freestyle title.


  • Upvote 1
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   7 of 8 members found this review helpful 7 / 8 members

I love the use of Substance Painter on the props. I used it myself a bit in one of my 3D modeling classes, and it is a great way for mapping out materials, putting base textures, patterns, and images onto the props, and getting the shaders to where you want it as well.

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   7 of 9 members found this review helpful 7 / 9 members

Cannot believe it has been a decade of our lives since V4 was released. In some ways, it feels like yesterday. In others, a lifetime.


I'm happy the next chapter in ROR monster trucks is here. I might be older but my love for monster trucks and sim racing will never waiver. Thank you to all who worked on this amazing project. Your work, while unpaid, gives us countless hours of enjoyment. Thank you.

  • Like 2
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   3 of 5 members found this review helpful 3 / 5 members

i bullied a wnb with a v5

man i feel good

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· Edited by Ten

   4 of 16 members found this review helpful 4 / 16 members

"oh no here comes Tenacity to bash on it and plug WNB"


no. actually no I'm not lol. I still stand by what I've said before regarding the link between realism and breakage, BUT

it's pretty good. It's a massive improvement to the NAMT settings (i was scared they wouldn't be so that's a pleasant surprise), handling's pretty fun, textures look fantastic, and the ability to now assign different materials to different textures (easily replicating plastic, metal, etc) is also a really REALLY nice touch. I am concerned that these might be SO high quality that they've raised the bar higher than the casual mod creator on the site would want to achieve (this took two years after all, and burnout is a thing for a lot of people). I know I probably can't do something that looks this good on my own, and I fear the creation of weird truck chassis and setups in the far future (such as say Perrin chassis or jalopy trucks like what Chris Roy ran) will stop altogether because of how complex and potentially tedious working with the nodebeam seems to be at a cursory glance. 300-some nodes is a LOT to work with and keep track of. I really hope that detail elitism doesn't set in as it has with modern V4 vs SMV4.

Then again there's also a lot of potential to be had with that many nodes to work with. I know the node count is what's stopped certain things from being implemented in V4 and other V4 spinoffs, as the lower node count can limit the amount of details that can be implemented (moving monster mutt ears, smoke, sparks, headlights, etc)

Overall I have to admit that I am impressed with this, and it's pretty fun once you get on a V5 scaled track (thank you christian) but I just mainly worry that the complexity of the nodebeam and the planned rollout time might lead to burnout and eventually stagnation with the site. Plus the planned wipe of V4 trucks concerns me, especially because of the sheer amount of stuff that's been made for V4 scaling. A year feels like too little time to let V5 take hold.

Anyways this is kinda running on, good work on the trucks. there's a lot of stuff I noticed that looked kinda weird to my eye but it's admittedly likely just the initial knee-jerk "that's different" reaction on my part. I've been staring at V4 for years after all lol. Hopefully this comes off constructive and not bashy, as I genuinely do enjoy what V5 has to offer and honestly want to see more.



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Truly amazing and really pushing the boundaries of what rigs of rods can truly do. Just wondering, will there be an fps version of this so us lower end pc players can truly enjoy this new pack? Great work. 

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Handling is amazing. Love the way they land and the tires work great. No more extreme bounces!

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