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Lifter

  1. RoR`s fastest tracked vehicle ever

    by
    Lifter
    , 06-28-11 at 07:15 PM
    RoR`s fastest tracked vehicle ever

    Credits: RipSaw MS2 by Box5Diesel

    Modified to fit the new track section of RoR 0.38.43.

    Code:
    tracks
    331, 332, 129, 0.35, 1, 1, -0.5, 4.75, 136, 219
    329, 330, 119, 0.35, 1, -1, 0.5, 4.75, 220, 303
    Its fast.... i thnk the fastest track propulsed vehicle we had so far in RoR.
    Pushes RoR's physics to the absolute limits.

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  2. El WORMY

    by
    Lifter
    , 05-07-11 at 12:04 PM
    El WORMY

    Do not ask for fps they were worse....but it worked.

    I spawned 35 trailers with auto-connect hitches, added a hookto the Turbo-Twin and had my first ever road-train in ror.

    Always amazing how scalable RoR physics are

    Some pictures:
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  3. Merged: Mouse toggle for hooks

    by
    Lifter
    , 05-07-11 at 01:41 AM
    Mouse toggle for hooks

    Merged in to svn 1891, (0.38.26)


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  4. Merged: Lockgroups full operational

    by
    Lifter
    , 05-05-11 at 12:14 AM
    Lockgroups full operational

    Define a lockgroup for a node(or several) and the same for a hook, then this hook will only lock to this nodes and nothing else.
    Demonstration video: The attachment will always position exactly as it should on the truck.. truck code for..

    Attachment:
    Code:
    nodes
    ...
    5, -0.35,  0.425,  0.000, cl 50, lockgroup 1
    6,  0.35,  0.125, -0.429, cl 50, lockgroup 3
    7,  0.35,  0.125,  0.429, cl 50, lockgroup 2
    ...
    Truck:
    Code:
    hooks
     144, hookrange: 2.15, speedcoef: 1.0, auto-lock, timer: 5.0, lockgroup: 1
     145, hookrange: 2.15, speedcoef: 1.0, auto-lock, timer: 5.0, lockgroup: 2
     146, hookrange: 2.15, speedcoef: 1.0, auto-lock, timer: 5.0, lockgroup: 3
    Node 145 will only grab node 7 at the attachment and nothing else. Same applies for the other groups.




    Edit: I really need to add a ropestyle option for the hooks next...

    Edit#2: All hoohnode patches are now moved into a seperate section:
    see -> http://www.rigsofrods.com/wiki/pages...ion_File#Hooks

    Updated 05-05-11 at 09:40 AM by Lifter

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  5. Hooknode Patch #6: hookgroups are full operational now

    by
    Lifter
    , 05-04-11 at 03:56 PM
    Hookgroups are full operational now


    Video showing a hook toggled by F-Commands ( hook is optional connecting to its own truck):

    Updated 05-04-11 at 03:59 PM by Lifter

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  6. Hook Patch#5 Attachment handling

    by
    Lifter
    , 05-03-11 at 02:53 PM
    Hook Patch#5 Attachment handling

    Some people were asking where the new hook patches lead to... so far we got these improvements in comparison to the old hook nodes:

    - lightweight hook nodes
    - soft-grip lock ( speed adjustable)
    - locking range adjustable
    - locking force limit adjustable
    - optional lock to its own truck too
    - optional auto-lock ( no key press needed )

    So here comes the next stage: Attachment handling

    The Manitou in the video is modified. It has auto-locking nodes on the attachment arm for the counterweight attachment.

    If you drive close to the counterweight, it is attached automatically to the truck, this lock even activates a trigger for commands moving the counterweight into the right position. No key pressed at all so far.
    Then you can operate the truck normal.

    Done with your work..just press ctrl - F2 ( just a command activating a trigger and free to define) and lower the counterweight.
    Another trigger unlocks the counterweight when the attachment arm is lowered and ctrl - F2 is still pressed.

    This allows you to operate several attachment via F-keys not using or interfering with tie, rope, slidenode and/or hook operations.

    Recognized the important word ??

    ... several, which actually means multiple attachments on one truck and all are operated by separate f-commands if you want to. Fully operational with forwardcommands of course. You want to unlock the hitch for trailer number 8 on your roadtrain.... well i guess you got it.

    Edit: Something i missed...attachments do NOT need to be spawned with the truck, if the attachment arm node geometry fits, any truck can pickup any attachment. SO this means, we could simply lock construction modules together... build and tear down a windmill made by 10 or 15 modules for instance.
    Or just construct your own personalized ror house with prefabricated house-parts....

    Cool ? I hope so.

    Demonstration video link:

    Updated 05-03-11 at 03:16 PM by Lifter

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  7. Hook Nodes patch #3

    by
    Lifter
    , 05-01-11 at 04:35 PM
    Hook Nodes patch #3

    New optional settings for hooknodes, see -> Truck_Description_File#Nodes

    This patch add some more functionality to hooknodes.
    These prior hard-coded settings are now user settable ( optional )
    - locking range ( nevertheless, you can only lock to activated trucks and not sleeping ones )
    - locking speed, how fast the hook pulls the load into locking position
    - locking force limit, if exceeded, the locking process will fail ( to avoid the destruction of the load for instance )
    - self-lock option, scan yourself for locking too

    This video shows a truck with a 5 meters locking range and 50% locking speed:



    Will be available in 0.38.24 or for self compilers right now.

    Have fun............

    Updated 05-01-11 at 04:58 PM by Lifter

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  8. Avionic warning sounds fix for 0.38.24

    by
    Lifter
    , 04-20-11 at 08:18 PM
    Avionic warning sounds fix for 0.38.24

    Avionic warning sounds fixed
    Issue tracker ticket 43 closed

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