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Posts posted by Dalton Erkenbrecher Azztuu
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i did, And thats what happened. Those are Get-er-done.
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2.49.
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Shocks
Shocks can be seen as tunable beams, useful for suspensions.
- node_1: Node number/name The node where the shock starts.
- node_2: Node number/name The node where the shock ends.
- spring_rate: Real number The 'stiffness' of the shock. The higher the value, the less the shock will move for a given bump.
- damping: Real number The 'resistance to motion' of the shock. The best value is given by this equation: [ 2 * sqrt(suspended_mass * spring_rate) ]
- max_contraction: Real number The shortest length the shock can be, as a proportion of its original length. "0" means the shock will not be able to contract at all, "1" will let it contract all the way to zero length. If the shock tries to shorten more than this value allows, it will become as rigid as a normal beam.
- max_extension: Real number The longest length a shock can be, as a proportion of its original length. "0" means the shock will not be able to extend at all. "1" means the shock will be able to double its length. Higher values allow for longer extension.
- precompression: Real number Changes compression or extension of the suspension when the truck spawns. This can be used to "level" the suspension of a truck if it sags in game. The default value is 1.0.
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options (optional): String, default = no options (shock is visible)
- i: This shock is invisible (default is visible).
- l OR L: Stability active suspension for left side.
- r OR R: Stability active suspension for right side.
- n: Placeholder. Does nothing, parser ignores it silently.
shocks ;critical damping=2*sqrt(mass*spring) ;id1, id2, spring, damping, shortbound, longbound, precomp, options 36, 6, 200000, 10000, 0.3, 0.3, 1.0 37, 8, 200000, 10000, 0.3, 0.3, 1.0, l 38, 2, 200000, 10000, 0.3, 0.3, 1.0, r
[edit]Shocks2
Requires 0.36.2 or later Shocks can be seen as tunable beams, useful for suspensions.
Parameters:
- node_1: Node number/name The node where the shock starts.
- node_2: Node number/name The node where the shock ends.
- spring_in_rate: Real number The 'stiffness' of the shock, applied when the shock is compressing. The higher the value, the less the shock will move for a given bump.
- damping_in_rate: Real number The 'resistance to motion' of the shock, applied when the shock is compressing. The best value is given by this equation: [ 2 * sqrt(suspended_mass * spring_rate) ]
- spring_in_progression_factor: Real number Progression factor for spring_in_rate. A value of 0 disables this option. 1...x as multipliers, example: [ maximum springrate == springrate + (factor*springrate) ]
- damping_in_progression_factor: Real number Progression factor for damp_in_rate. 0 = disabled, 1...x as multipliers, example:[ maximum dampingrate == springrate + (factor*dampingrate) ]
- spring_out_rate: Real number The 'stiffness' of the shock, applied when the shock is extending. The higher the value, the less the shock will move for a given bump.
- damping_out_rate: Real number The 'resistance to motion' of the shock, applied when the shock is extending. The best value is given by this equation: [ 2 * sqrt(suspended_mass * spring_rate) ]
- spring_out_progression_factor: Real number Progression factor for spring_out_rate. A value of 0 disables this option. 1...x as multipliers, example: [ maximum springrate == springrate + (factor*springrate) ]
- damping_out_progression_factor: Real number Progression factor for damp_out_rate. 0 = disabled, 1...x as multipliers, example:[ maximum dampingrate == springrate + (factor*dampingrate) ]
- max_contraction: Real number The shortest length the shock can be, as a proportion of its original length. "0" means the shock will not be able to contract at all, "1" will let it contract all the way to zero length. If the shock tries to shorten more than this value allows, it will become as rigid as a normal beam.
- max_extension: Real number The longest length a shock can be, as a proportion of its original length. "0" means the shock will not be able to extend at all. "1" means the shock will be able to double its length. Higher values allow for longer extension.
- precompression: Real number Changes compression or extension of the suspension when the truck spawns. This can be used to "level" the suspension of a truck if it sags in game. The default value is 1.0.
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options (optional): String, default = no options (shock is visible)
- i: This shock is invisible (default is visible).
- s: soft bump boundaries, use when shocks reach limiters too often and "jumprebound" (default is hard bump boundaries)
- m: metric values for shortbound/longbound applying to the length of the beam
- M: Absolute metric values for shortbound/longbound, settings apply without regarding to the original length of the beam. Use with caution, check ror.log for errors.
IMPORTANT:
- shocks2 need at least 1500+ as a minimum damping value when using them as inbound/outbound only. (When your shocks2 truck bottoms out at spawn, damping is too low (or the springs don't support the weight of the truck)
- soft bump shocks need some boundary limit ( 5%+ ) to work proper as soft bump boundaries.
- You will find any errors in the ror.log regarding to wrong values in 'M' setting or any other shock values.
shocks2 ;invisible softbump shock, high value progressive for inbound, linear low values for outbound ;node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options 45, 80, 22000, 2000, 5, 5, 2000, 1500, 0, 0, 0.8, 0.1, 1, is ;visible hardbump shock, high value progressive for inbound and outbound, boundaries apply metric in meters ;node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options 45, 80, 22000, 2000, 15, 10, 22000, 2000, 15, 10, 0.5, 0.5, 1, m ;visible hardbump shock, high value progressive inbound only shock, boundaries apply metric as absolute values in meters ;node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options 45, 80, 22000, 2000, 5, 5, 0, 0, 0, 0, 0.2, 2.5, 1, M
Shockswapping help:
This is an example how to get started with replacing shocks with shocks2. In this example, the shocks2 have exactly the same functionality then the original shocks. After adding the shocks2 delete the old shock and you are fine to tune/tweak your truck.shocks ;id1, id2, spring, damping, shortbound, longbound, precomp, options 36, 6, 200000, 10000, 0.3, 0.3, 1.0 shocks2 ;node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options 36, 6, 200000, 10000, 0, 0, 200000, 10000, 0, 0, 0.3, 0.3, 1.0
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14 hours ago, Jon Cannon said:
As in lining stuff up ingame?
Before exporting, you just need to have the Location X, Y, and Z, the Rotation X, Y, and Z and the Median X, Y, and Z zeroed out. This puts the mesh dead center in the x y and z axis, and when you export it, it will line up very close if not perfectly ingame.
This happened, lol.
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Here is my take on a custom. gotta add shocks and a couple other things, whats going to take the longest is lining everything up because I have no idea how to.
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Personally, Id like a tutorial on lining things up. thats the only reason I wont make trucks, nothing lines up.
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Alright so, I got this desktop for free.
its a small form factor, so it had a Micro-Atx, AMD64 X2 4400, clocked at like 2.2 Ghz, 2 gigs of DDR2 ram, 300 Watt PSU and basic components, Windows XP.
Bought a Gigabyte Ga-965P-DS3, 4 gigs DDR2 Corsair, along with a Core 2 duo 6600 clocked at 2.4 Ghz, (I have it clocked at 3.00 Ghz, and the 710 is overclocked as well) and Windows 10 for 10$ altogether. Bought a Nvidia 710 1 gig DDR3 Gpu for 50$, and thats basically it.
Heres my problem, I want to get a 750 TI and it requires 300Watts, but when I looked up my specs on Newegg, it says the components I have now require 378 Watts, I only have a 300Watt PSU, But everything seems to be running great, What should I do?
if you need anymore information, just comment what you need.
(Sorry if this isnt the right place.)
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Alright so, I downloaded the V4 pack thats on the site, and I realized today that some of the trucks are modded (Torque, shocks, ect, every truck is different.) and its not the original V4 pack as it should be. My question is, is anyone willing, or able to upload a stock V4 pack? or, the V4 pack with all trucks including customs?
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Subscribe, Ill subscribe back!
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Hey guys, decided to make a new channel. Daily content including gaming, reviews, and more! please subscribe, ill subscribe back!
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I have no idea then.
http://forum.rigsofrods.org/thread-2.html, read through this. it may help you. 2 people have the same problem.
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Try and continue, if it still doesnt work, download the .ZIP and just slap the files in your ROR folder in programs X86, or wherever your main folder is.
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I dont think so, Also, Make sure you have Nightbuild.
just follow the instructions, and you should be able to play.
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Make sure it looks just like this. if it still wont work, im not sure what to tell you.
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You have to type it in, you cant copy and paste it.
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Not too sure, all you can do is try.
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Alright guys, Found a server that actually works.
http://beta.alliedgaming.net/ror/status.html
im using SPJESTER MONSTER TRUCK SERVER
Server Host name: ror.alliedgaming.net
Server Port Number: 12018
Remind you, im using 4.6 of ROR.
If anyone wants to play, join. ill be on.
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Not working for 4.6 either.
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Beamng is a heavy GPU/CPU game, I can run gta v on a core 2 duo 6600 with a 50 dollar graphics card easy, so GTA V should be fine.
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I knew a Core I5 was good, but I didnt think it was that good lol.
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Rockgod88 Tuturials
in News and Announcements
Posted
Did that as well Nick