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  1. Motorbike tech-demo and tutorial

    by
    tdev
    , 08-15-12 at 12:14 AM
    Quote Originally Posted by Davded View Post
    So... erm, yeah.
    This started as a proof of concept a few months ago and I was very surprised when it actually worked.
    Inspired by "This is RoR, everything is possible (except Motorbikes)" - Nadeox1 and with some discussion with Creak, I decided to work on it a bit more.
    This is what I have learned, and there is no point keeping it to myself.

    The concept and explaination;

    Motorbikes are counter-intuitive, to turn left, you must steer right a little first and vice-versa. It is because of this that the player cannot control the steering directly (with hydros) because the response time is too long and there is no feedback like when you ride a bicycle. So you must use animators and the "roll" option. This is what we use to turn the front wheel.

    The roll means the angle between the camera plane and the ground plane, so you can adjust it buy rotating the camera. This is the main way of controlling the bike, you essentialy trick the bike into thinking its falling onto one side and it will always try to be level. In other words, you're not steering, just controlling the lean angle.

    A shiny picture to adhere to people with short attention spans;




    Design points;

    Weight;
    Due to RoR I didnt bother trying to get my bike too light, It wasn't a key issue.

    Engine;
    The bike I have provided is sort of a low geared, lightweight racing bike, enough power to pop a wheelie in first gear if you drop the clutch but will top out at about 200kph.

    Suspension;
    Should be quite stiff with high damping to stop the bike bouncing and jigglying around. Any shaking is bad for the stabilization and control.

    Wheels;
    The wheels should be as thin as possible and be made very stiff to stop flexing. I added a snode out to the side for both front and back wheels to stop them form flexing so much.

    I cheated and increase the grip for both wheels, because RoR is designed for heavy trucks.
    Code:
    set_node_defaults -1, 3, -1, -1
    Was inserted before the wheels section, stops wheel spin and although drifting in the bike was amazing, it wasn't good for control or cornering

    Steering;
    The steering assembly is able to move up and down with the suspension on slide nodes and controls the balance of the bike.

    There are four animators that form a sort to diamond shape they are defined something like this;
    Code:
    29, 34, 1, roll | shortlimit: 0.15 | longlimit: 0.15
    Note how the short and long limit are quite small, you don't need a large number because the castor angle on the front wheel helps the bike turn when it is in a lean.
    Truck_Description_File#Animators

    Camera;
    You can control the lean angle of the bike by controlling the lean angle of the camera, and you do this using hydros. I recommend trying about 20 deg then gradually increasing until a balance between control and stability is found. Offroad bikes should have less because of lower grip.

    Stopping
    I made the brakes quite strong
    I Have used animators with the option "Parking brake", this is so when you stop just apply the parking brake and "legs" will drop down and stop the bike from falling.

    Controls
    To control the bike you just steer as if it were a car, but try to be gentle as sharp movements will upset the bike just like with real life.
    To steer sharper, just slow down, there is a sweet spot between 30 and 60 mph were there is great handling.
    To pop a wheelie, either put the bike in neutral, full revs then change to first, or better, switch to fully manual and drop the clutch.



    I suspect I have missed something out, but oh well.

    Thanks for reading and be sure to test the .truck file. I recommend large open maps, like that N-labs terrain or bajatrack in the screenshots.
    Be sure to post your mods etc. below and well as ask for advice if you want to do your own. I may wikifi this depending on the response.
    Awesome, first good bike in RoR! Great work

    Original thread (comment there): Motorbike-tech-demo-and-tutorial
    Categories
    Projects , Vehicles
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  2. New self designed crawler

    by
    Dennis-W
    , 08-11-12 at 01:22 PM
    Here's my new crawler I've been working on for a while.
    It started out as a little side project where I would "recycle" a lot of parts because I wanted something agile to play with quickly.
    I started making the recycled parts prettier or even replacing them with new better ones I modeled and here's the result, it features:

    -Chevy 6.0 Vortec
    -Powerglide 2 speed
    -Atlas II
    -Fox Shocks
    -Dana 60 Rockwell hybrids with 5.13 gears
    -Custom designed tubeframe
    -14" brakediscs with Brembo calipers
    -RockRam single ended hydraulic steering ram
    -Custom high steer arms
    -40" BFG Krawler alike tyres
    -Wrangler YJ grille
    and more...

    Discuss: Fox-Racing-Shox-Crawler

    Latest images:







    Updated 08-11-12 at 01:24 PM by Dennis-W

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  3. I just figured that while I'm overusing the blog, I'd go ahead and post this.

    by
    lilgti
    , 07-08-12 at 03:39 AM
    Here.
    Categories
    Projects , Vehicles
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  4. Hey look! Something new that Lilgti wont finish!

    by
    lilgti
    , 06-29-12 at 02:05 AM
    started today. Gonna keep at it. Maybe finish it. Plan is to be highly moddable (sp?) by just different parts included in the pack.
    Categories
    Projects , Vehicles
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  5. Terrain development

    by
    masa-
    , 06-27-12 at 09:53 PM
    A few pictures of a new project.
    Categories
    Projects
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  6. I'd release it....

    by
    lilgti
    , 06-26-12 at 09:38 PM
    if it weren't for you pesky kids!
    Categories
    Projects , Vehicles
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  7. Red Bull RockHer II - update 3

    by
    Fat-Alfie
    , 06-26-12 at 11:43 AM
    It's been a few months since I worked on RoR, but seeing Tdev's latest updates has inspired me to continue with my crawler project.

    All exterior meshes are now finished, although not textured or mapped. Cabin area still needs to be modelled, and textures need to be created.

    Current stats (including 4x wheels and tyres) - polys: 42,124 / tris: 45,887

    I intend to take my time to ensure I finish this project, even if that means taking the occasional break.
    Categories
    Projects , Vehicles
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  8. Jeep Comanche, stock version blog.

    by
    Dennis-W
    , 06-22-12 at 05:18 PM
    As some of you might have noticed I've been busy modeling a Jeep Comanche.
    So far I have only showed you pictures of the crawler version and I've been asked so many times for a stock version, of which I already had in mind.
    Along with the stock and crawler versions I have also thought about a simple lifted version with bigger tyres and maybe another set of bumpers.
    Or another crawler with a roll cage, but not as advanced as the crawler I made in the first place.
    When I finish the stock version, I can easily modify it into quite a lineup of different versions which I've been thinking about making.

    Other then exterior and suspension I've also showed you 2 engines, a small block chevrolet 350 inspired one:
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    And, the engine that came with the Jeep Comanche, an AMC 4.0 inline 6 cylinder engine:
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    Then I decided to turbocharge the AMC 4.0, for that extra bit of power:
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    That already makes different 3 engines so far! either way, a cummins is still on the to-do list .




    But not only did I want to make it look good, I want it to handle, and crash good, that's why I've spent several days making and tuning the current node/beam chassis.
    And it has paid off! this is my best crashing car so far:
    It looks a bit ugly ingame, since I quickly slapped the chassis and bodypanels on with the standard chrome material.
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    And that's pretty much what I'm planning to do with W.I.P. Comanche model, but enough rambling about my plans, here are some pictures of the stock version as it is right now.
    I still got to redo the fenders, wheels, the stock bumpers and some other things, no worries

    Front:
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    Engine compartment:
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