This is the trailer I started a ways back its not done but I am not continuing with it because I am working on something else. I also lost the original unwrap so I have to redo that and really don't wanna redo that. So I figured I would share at least what I have done if some whats to fix/mod what ever do so freely.
Only author is me.
Known problems-handle mesh twitch's, suspension is really stiff, ties are to tight
the bridge is a base of the confederation bridge in canada.
It is 1km long (in real 14km ) and between 40 60 m heigh .
You can drive (in real only walk ) in the bridge, it is hollow.
The bridge is not complete ,you have only lift the brigdesections on the pillar,they are 200m long and weight 25t (in real 8000t )
I have made the bridge sections so light, it's now easy to lift with a high crane ( min 100m heigh ).
The ties on brigdesections are so long for stability.
IT DON,T WORK IN 0.37
1 first lift the brigdesection near a ramp so you can see the right position
2 Lift the triangle belowe the brigdesection over the top of the pillar.
3 Each side of the brigdesection must be higher than the near the brigdesection (when lower, the invisable surfaces don,t work)
4Llower the brigdesection about in the right position.
5 When it lean on the pillar ,you can pull (slowly) it, with the left mouse bottum on the right position .
In the right position it lock automatically.
to spawn the bridge in your flatmap, place these text in your flatmap.zip , in file f4afUID-flat_map_full32xa.terrn under name loads.
This is a skibox which can be attached to both tourliner versions.
The README.pdf is included in the zip.
Please post any problems and discuss here: NEOPLAN-tourliner
Unfortunately I made a silly mistake, so RoR displays ;V 1.0 in the select menu instead of the name of the box... You can cin a fix for that in the fist post of the thread you find above.
This pack includes the 'Atlas' class tugboat for Rigs of Rods (version 0.38.67) and 3 different unpropelled barges designed to work with the tug.
The Atlas tug features:
- Nav Lights (Ctrl+1)
- A pair of rear hooks (F9/F10) designed to link to the barges (L).
- A main hook (F11/F12) that can link to most other loads or boats (also L).
- 4 skins
- Works with the .skinzip system
The barges feature:
- An empty generic barge (100 tons)
- A loaded bulk barge (425 tons)
- A liquid goods barge (300 tons)
- Pairs of hooks on each end (F1/F2 and F3/F4) that can link to the tug or other barges
- If two barges are lined up and close enough to one another, they will link automatically (Alt+L to unlink)
Liquid goods barges wouldn't link to one another. If you downloaded before this fix, please replace your old Atlas-n-barges folder with this one. Sorry for the inconvenience.
Here's a quick tutorial of how to best dock the tug with a barge:
- Spawn a barge and an Atlas tug and line up with a barge. That should get you used to the tug's controls. Keep an easy hand on the steering wheel, she's slightly nervous.
- Extend your rear hooks a bit (F10), that'll make things easier. Not too much though.
- Add some reverse throttle and back up towards the barge slowly and carefully. Keep an easy hand on the throttle.
- If you're really close to the barge (and still lined up), bring the tug to a halt. Once stopped, hit "L" and wait for the ropes to link up.
- Now extend your rear hooks further for some safety margin between the Atlas and the barge. Congratulations, you're ready to go.
If you want to release a mod of the Atlas or barges, follow 2 simple rules:
- Credit the original author (or authors, if you're modding a mod)
- NO conflicts with the original version! Change all material names, mesh names, texture names, give it an all-new UID and GUID.
If you just want to make a skin for the Atlas or barges, make a *.skinzip. After all, that's precisely what the system was designed for. The good news is you won't have to worry about conflicts with the original.
this is canal boat, this contain 2 versions a newish one and a old one, these are just loads for transport and i cannot guarantee they will float properly and they have no propulsion system.
if you wish to use these loads for anything else please add me name and or at least contact me.
this is my modification to Box5diesel's sledpull
I added an engine an other skin and a beacon
Commands to move the weight: F11/F12
credits: Box5diesel for the original sledpull
and me ( jerom ) for the modification's
37.00-R57 tire from a Komatsu 730E-7, load weight 4000kg, usable as a chock for other loads or to load onto a trailer for transport or to roll down a hill for a laugh.
if you wanna use it for something else add my name with it or at least send me a message.
Here's an odd load, a computer! I thought of this one day while I was looking on the repository for loads. It's not too bad on fps, but it's not great. I may work on this more, but I'm not sure about it.
Enjoy a flexbody computer to smash in Rigs of Rods.
Do you want a modifiable version so you can make any computer you want? If so, please respond using the discussion link below.
In a game where approximately 99.9% of the players like to see things get destroyed, mauled, smashed, torn to shreds, incinerated, devastated, set on fire, and blown up, a load like this is more than necessary. Oxsergy and I (Beolex) bring you the Destructible Barricade. This is a meshed load which makes a good backdrop as scenery to your terrain, or just eye-candy for you masochistic freaks that like seeing things get destroyed. It is a tri-section load, meaning it has two legs and a board that can all rip apart for your disastrous pleasures. It is recommended that you pre-place it on a terrain so it is permanently there whenever you run the game, but it is also lift-able (via crane/boom) and can be placed in the bed of a vehicle and secured, too. However, to keep this barricade realistic, it needed to be semi-weak so it can be destroyed by most moving forces. As a result, hauling/lifting this with machinery can result in the barricade breaking, as it is fragile.
Beolex - Mesh creation and texture work
0xsergy - N/B structure and refinement/finalization
I was searching the forums recently, and discovered that there were no ramps to jump cars off of, so I decided to create one. This is a car-sized "Kicker" ramp based off of those that are used for skateboarding. It has a tow hitch so you can drag it around with trucks, so moving it is possible. It only weights 150 Kg, so most vehicles can tow it. As a side note, this is my very first mod for any game.
+Add more types of ramps, especially tilted ramps and sliced quarter pipe ramps.
+ Added New Twisted Ramp 'RoR Ramp "Twisted Kicker" - Plastic'
+ Added New Twisted Ramp 'RoR Ramp "Twisted Kicker" - Full Metal'
+ Renamed Original Ramp to 'RoR Ramp "Kicker" - Plastic'
+ Added New All Metal Ramp: 'RoR Ramp "Kicker" - Full Metal'
+ Full Metal ramp weighs more than Plastic ramp.
+ Plastic ramp is still compatible with people that still have V1
+ Fixed some errors.
[Moved Props section below nodes]
Everything was created by me.
To Modders of Mods:
I know who I personally have given permission to mod this, so don't mod without permission.
Link to Discussion: RoR-Ramp (More Frequent Updates)
Heavy vehicles or vehicles with large tires risk causing the ramps to slide. The ramps were designed for lighter vehicles and are physically designed to be light so they can be towed by normal vehicles such as SUVs or Pickup Trucks (Including the S10).
This is a modular house often used on constructions site or as a modular office. It is a simpel mod of the 20ft container by LostSoul3471. I added 4 more hock nodes, this will not efect how the container forklifts handles it, but make it easier to lift it with cranes. I also made it lighter than the original container. you can stack them on each other. It is fully independent and will not overwrite the original containers. It is still a beta.