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Helen Weales

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Posts posted by Helen Weales

  1. You don't need to set it to manual shift. As far as I'm aware real monster trucks still use automatics. Just change the following bold lines in the input file:

     

    ; TRUCK
    TRUCK_ACCELERATE               Keyboard             UP
    TRUCK_ACCELERATE               JoystickAxis         0 4 LOWER
    TRUCK_AUTOSHIFT_DOWN           JoystickButton       0 5
    TRUCK_AUTOSHIFT_UP             JoystickButton       0 4

     

    Obviously use the controls you want, those are mine.

     

  2. i think 4.5 is good but the truck graphics are messed up and you cant shift witch is annoying trying to line a vehicle up and you cant stop the truck from going in reverse

    To disable the reverse/brake issue, disable arcade controls. Shifting is fine, edit the autoshift lines in the input file -- this controls the ability to manually shift when set to automatic. The texture issue is likely due a truck not being 100% standalone -- most that I've tried are not even though they claim to be.

     

  3. Some pretty serious setups here -- I assume most of you are running games other than RoR? It's is the only game I run, so I keep it simple (and mobile when needed) with a ThinkPad T530 laptop (i5 3320M 2.60Ghz, NVIDIA NVS 4200M 1GB, 8GB ram, 750GB WD Black drive, bunch of external storage) and docking station, ThinkPad slim keyboard and mouse, and an Asus PA238Q ProArt 23" monitor. Nothing fancy, but it hasn't let me down in the three years I've had it.

    CGnEEpe.jpg

     

    • Upvote 4
  4. Solution to that has been to rename the main folder in your program files if you don't want it to be removed, only downside is forgetting to reset your preferences in blender or your exporter can stop working.

     

    I've never noticed an FPS difference at all in any version and I'm pretty sure with my computer that's something i would have noticed and loved to have had but it's not the case, some people get an FPS improvement and I've heard others get a decrease.

    Good idea, I'll try renaming. I keep all of my editing files in another directory so that's not an issue.

    Try setting the shadow type to textures and see if you get a difference. Made a world of difference for me.

    The physics are exactly the same, except that the trucks lean a bit more in the turns and go a little faster in first gear...

    I haven't noticed the leaning or a different speed from .38 or 39.5 -- which trucks are you using?

  5. You should be getting better FPS. Using .4.5 boosted mine by 20-30. I'm getting 117 in Syracuse while I was only getting 89 max using 39.5. The trick is to set shadows to the texture option, you'll gain a massive boost with seemingly no difference in graphics. At least not one that I can see, but maybe it's more evident in normal outdoor terrains.

  6. Just found yet another reason for the upgrade -- FPS is anywhere from 20-30 better. I went from 73-89 FPS (in 39.5) to 103-117 FPS (in 4.5) using Syracuse 2015 Freestyle and a truck of mine with the settings being the same in each (maxed out except for shadows being set to texture). Pretty impressive difference given how much better the new version looks. I still see no difference in truck handling either.

    I want to reinstall .37 to run some tests but for some reason it wants to uninstall my newer versions. I just installed both .37 and .39.5 on my Surface Pro tablet and it didn't ask me to uninstall the new versions -- any ideas?

  7. Yes, literally took 10 minutes, and that was only because I was being careless and had to redo the process twice. Not sure what type of problems others were having, but I suspect some who claim to have tried the conversion never actually did.

  8. As far as I am aware, the physics are the same except they are slightly faster in newer versions. Can you give some examples of the difference? The speed always seemed fine to me in newer versions, which makes me wonder if people using .37 are driving trucks that are way too slow (monster trucks are fairly fast with quick acceleration and have been since late-stage 2 trucks in the 1980s). I doubt we need all 300+ trucks converted considering most of the V4 pack have MTM2-level detail, are not precise replicas, have unrealistic physics, and are buggy as hell.

    As I have said a million times now, at the very least we need a download subcategory for newer RoR versions because some people are obviously not going to upgrade, while others are starting out with newer versions.

  9. This track has been converted and it now works with every RoR version. I'm just waiting for maxdman's approval to upload this, either separately, or add the four new text files to his release. I'm not sure how this process usually occurs.

    • Upvote 1
  10. 0IacA8I.jpg

    Had a few minutes to work on this before bed -- four new text files with info copied and pasted from the old terrn. and there it is. I think this format might actually be simpler than the old one. I want to work out a few things (haven't looked into how to add mud) and then I'll make a post explaining how to do this. With proper instructions and a bit of knowledge of the old format, it should take no more than a few minutes to complete the conversion for a simple track such as this one.

    • Upvote 2
  11. Driver Models - Male & Female w/ Seat

    View File

    jewnEDS.png

    gn2nSnn.png

    This is a download for male and female driver models (.blend format). These were originally created by the Racing Sim Developers Group, and uploaded to this site by Wambo. The models and textures have been modified (more detailed models and larger resolution textures) with a new helmet. There are new seatbelts and quick-release buckle system, and a modified ISP seat. Included are PSD layered textures for driver suits, helmet and seatbelt in 2048x2048. Some of the racing suit patterns might not line up properly and might need to be edited in Blender -- this is the best I could do. If anyone wants to re-texture these, please do!

    Note: these models will not fit in the existing version of the ISP seat -- they have been resized as the old model had incorrect body proportions and was too large for the standard truck size we use. The drivers' limbs might need to be moved around to fit with your truck roosterpit (which is an easy task - select any body joint and bend accordingly).

     

    Credits

    • Models/Textures: Racing Sim Developers Group
    • Seat: Crazyman444
    • Seatbelt/Buckle/Helmet, props and texture modifications: Helen Weales

     

    Enjoy!


    • Upvote 2
  12. Here is proof that .3X content can work in .4.5 -- this is a track and truck I originally made for .38, along with DiggerFan's "Awesome Kong II" truck ("This vehicle has been tested to work with versions 0.37, 0.38, and 0.39" -DiggerFan), functioning fully and correctly. Seemingly no handling differences, either. I don't know about online playability for 39.5 and up (don't use it these days), but .38 has worked just fine for very large non-MT terrains with multiple users simultaneously. Sure there are occasional bugs and there always will be, even if this were an officially released piece of software. I understand that .37 has different vehicle characteristics than any newer versions (was under the impression there is only a +10 MPH difference), but it seems as if all versions after .37 are the same.

    As far as I'm aware there are no rules against creating content for .38 and above on this site, and I will continue to do so.


    EBAWH9w.jpgdi8rsZz.jpg
    oTXQTDT.jpg

     

     

    • Upvote 1
  13. Stomping in, demanding tracks be made for the version of the game you're using, and spamming the forums on the topic is unfortunately not the best way to make friends or have people assist you. Especially when it's a topic they've already showed some level of ignorance in.  

    The problem with this logic is, how is the request in this thread any different than someone requesting X truck/track to be made? In this case, it's not even a request to have something made, but rather a simple conversion (which is a million times less work). Request forums are going to attract only people who have no interest/time in learning to do it themselves, otherwise there would be no need for them. I too wish and hope that everyone attempts to do the work themselves before requesting, but sometimes it's not possible; and in this case, I want to see progress in this community and clearly others do as well while others want to prevent it.

    • Upvote 1
  14. "Track Request"

    Would like a certain track to be made? Ask here and maybe someone will be able to help you out"

    The user made a simple request in a request forum. If you don't want to help, then don't respond. If anything in this thread is spam, it's the rude responses to people who have no business being here. I don't see a rule prohibiting content made for .37 and above.

    The reason why it seems like no one wants .4.5 content is because people keep shooting down the idea of upgrading to post-.37 versions and making it seem like it's not possible, when in actuality it is VERY possible with a minimal amount of work (for .4.5, a small amount of conversion work is needed for terrains, while trucks are absolutely compatible). I believe the lack of progress here is down to stubbornness and laziness. For anyone who has used any version post-.37, you'll instantly realize how ridiculous it is to be using such an inferior version (to even .38 and especially .39.5 and above) when it requires such a tiny amount of effort to make things function correctly for post-.37 versions. And as I mentioned in another post, the lack of truck compatibility isn't down to the version of RoR, but rather trucks not being standalone (good example of a lazy shortcut that ends up causing a massive amount of "help me" posts on this site that could be prevented), and relying on a system that requires the V4 pack which is largely obsolete -- parts, textures, even truck physics -- it needs to be killed off and future releases should be completely standalone. At the very least, there needs to be download subcategories for different RoR versions. As for .4.5 tracks, there are about 5 new text files that need to be created, it's not hard and there is no reason why future tracks couldn't include both terrain systems so they are compatible for every version.

    I'm going to convert the Syracuse track, and then I'm going to ask the creator if they will include the five extra files in their release so it's compatible with all versions, making it the first one on this site (that I know of). How does that sound?

    • Upvote 1
  15. I've been working with the paint/material on Virginia Giant, to try to give the blue base paint "metal flake" reflective properties, similar to the paint on the actual truck.

    This is absolutely stunning!

    If I may make a suggestion (perhaps you haven't edited this yet), I believe the frame was actually black, with light blue and white pinstriping throughout.

  16. Is there a tutorial to show how to convert the track files? I would gladly like to try it. If I'm the noob I am and convert files I have never heard of before I think professionals could do it very fast. I really think taking the step forward to 4.5 would be the best thing for the community. 

    http://www.rigsofrods.com/wiki/pages/0.4_Terrain_System

    This explains everything, although if you are not familiar with the old format it might take some time to understand it all.

    The tracks we use are basically models of arenas/pieces of land floating on top of nothing, which makes the conversion really simple as opposed to a traditional terrain with a heightmaps and whatnot, so some steps in the link can probably be skipped.

  17. Well, with that logic we'd still be using Windows 2000 and playing MTM2 (which in hindsight was massively frustrating and more difficult to edit than RoR). Humans are creatures of habit and most of the time we need to be pushed for progress to happen. FWIW, it's very easy to convert older tracks to the new terrn2 format. I haven't yet looked into adding mud, but a standard track probably takes 5-10 minutes to convert; and after creating one template I'm sure it takes even less time. Trucks also work perfectly fine with absolutely no modifications. It would be awesome if people uploading tracks would include both terrain systems in the ZIPs so people at least have a choice (and I've estimated the extra files are less than 10 KB). This would be a real step forward and would at least encourage people to try the newest version.

    I recently had to reinstall RoR -- previously I was using .38 and I decided to upgrade to .39.5. I wasn't expecting much but this version is far superior to .38, let alone the dinosaur that is .37! And .4.5 is even better, I'll completely move to it very soon.

    As for .37, why on Earth is anyone still using it? I realize most trucks on this site were built for .37, but it requires very minor truck file modifications (removing semicolons) to make them compatible with .38 and up, and some even work as is. Newer RoR versions are often not the fault of common errors, but rather trucks not being standalone (requiring the messy V4 pack), and incomplete material files are to blame. And does anyone even use the trucks in the V4 packs for anything other than pulling parts? Most props (and many trucks) are now obsolete. Creating a larger scrapyard and a section for pre-.38 trucks seems more logical than relying on the V4 pack.

  18. So in order to change things like swaybars, shape of the rollcage, and 4-link locations (which always causes wobbly wheels for me), I just need to remove the beams under the wheel section? Do I have to replace them with new beams?

  19. All of the trucks seem to already have swaybar beams and nodes, but I too would like an explanation as to how this works. I keep getting wobbly tires whenever I edit any of the beams and nodes as well. Would be nice to make trucks entirely from scratch.

  20. You're better off removing the steering wheel from the truck file and adding it to the truck model to make everything static. It's easier than altering complex numbers in the truck file and constantly opening the game as Outlawed mentioned. The way I look at it -- what's the point of having a moving steering wheel if the driver isn't moving with it?

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