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  1. 2015: Updates

    , 01-15-15 at 12:35 AM
    Man, time sure flies, Rigs of Rods is nearly 10 years old!

    I just updated some things: The-future-of-the-RoR-forums-I-don-t-know-what-to-title-this

    Updated 01-15-15 at 02:49 AM by tdev

    Official News
  2. Ubuntu packages

    , 03-11-13 at 02:44 AM
  3. Sourceforge "Project of the month" November 2012

    , 11-01-12 at 11:59 PM
    We are the "Project of the month November 2012" on
    More details: Sourceforge-Project-of-the-month-November-2012
    Official News
  4. ROR and the Raspberry Pi

    , 10-27-12 at 01:27 PM
    A developer from our team (theshark) used his Raspberry Pi to display gauges for RoR

    Original Post (in german)

    Updated 10-27-12 at 01:30 PM by tdev

    Official News
  5. POC Tech Demo: The DiveAmant, Dive Technology without cheating

    , 09-06-12 at 10:32 AM
    Quote Originally Posted by simpeligent View Post

    this is the floating hull

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    on the left is the swimming position - on the right, the fully contracted dive position..

    Function Principle:
    it has a pre defined weight but it can change it's volume - there fore change it's density..

    it is as close as you can get in to the real thing in ROR..
    The Diamant is the ROR equivalent to the pressurechambers in a real sub..
    They change the density by pressing out water and replace it with air (or vice versa)
    I do it with the change of volume - it results in the same:
    different density/water displacement force for the hull

    the N/B structure is quite simple and can be replicated easely or even imported in your project..
    add DiveAmant as dive core to any contraption, you want to be able to dive with..

    it is possible to combine more than one - for example to make a plattform with one on every corner..
    to increase the lifting power, simple scale it to your needs..

    It is suggested to keep the shape intact and symetrical..
    ..or you might get some spinning problems

    Also this diamant shape spinned under too much pressure..
    Several vertically placed stabilizer wings did stop that eventually..

    the complete N/B is invisble for conveniant usage in your project - but you can easely change the beams to visible and the hull has a texture-space defined, that is commented out..
    so if you need to see, what is going on, uncomment that

    Iin a few minutes, I will upload a working prototype with engines, to the repo - so you can download and start right away with submarine development
    Edit: done
    waiting for approval..

    good luck - questions - post below..

    Have fun..
    and real submarines

    comment in the original thread: POC-Tech-Demo-The-DiveAmant-Dive-Technology-without-cheating
  6. Motorbike tech-demo and tutorial

    , 08-15-12 at 01:14 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;

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

    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.

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

    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.
    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

    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;
    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.

    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.

    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.

    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
    Projects , Vehicles
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  7. WIP: small improvements

    , 03-16-12 at 01:25 PM
    beside the big work packages for 0.39 we are improving the tiny bits as well. We added:

    • ability to hide vehicles in the menu truck chooser via TDF keyword
    • new node option: 'm' = node cannot be grabbed with the mouse
    • working on camera rails:
      basic idea: ability to move around the 3rd person camera for large objects
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  8. 0.39: progress

    , 01-29-12 at 08:43 PM
    a little preview of what to expect from 0.39:

    fixed Bug #142 - Backspace doesn't reset truck correctly on mesh terrains

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    new character model (animations by 09Challenger)we are still working on the swim animation.
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    new GUI in the work, complete with GUI editor:
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    improved new race systen:
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    airplane GUI fully working again (mouse in front of dashboard, buttons usable, text fits again)
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    new truck limit: increased from 64 to 5000
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    more changes so far: Changelog

    stay tuned

    Updated 01-31-12 at 09:50 AM by tdev

    Official News
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