
Now that's just silly because it wouldn't show up on the list if it wasn't there to begin with.

truck files, etc.) it said "Unable to locate. They are entirely separate trucks with separate. It spawned as normal with no issue, I then went to spawn Carolina Crusher (a truck from the same pack as Bear Foot and cloned from Bear Foot so there are no conflicts with any materials/meshes. I've looked and I haven't seen anything in the meshwheels section about this.While running on RC5, I attempted to spawn a monster truck, Bear Foot. (Correct me if I'm wrong) A way to lock up a tire on beam break, acting like a locked planetary. This would replace the original section used. truck, that could be activated my a trigger of some sort, or a beam break. Unfortunatley, if I want a tire to fall off completely, you'd have to break the steering hydros first, which are already on their own detacher_group since the steering on the left and right would break at the same time.ģ. Set_beam_defaults -1, -1, 1000000, 10000000000000īecause of the way I am emulating tierods on Monster Trucks, I am using hydros to limit how much the tires are able to move back and forth. Allowing a single beam and set of beams to be activated by multiple detacher_groups.

This could be use as a way to emulate the driveshaft sparking when it breaks off from the driveshaft rattling around inside of the driveshaft cage.Ģ. A way to activate a particle when a beam breaks, attaching such particle to a node for a short (or determinable) amount of time. So here are a few ideas that I have had during development.ġ.


While making this, I've been trying to get a good mix of ease-of-creation and a very realistic feel, so I'm trying to not add more nodes than have always been used in 90% of Sim-Monsters's mods. I just with there was a little bit more options. So, I've been working on this mod for about the last 7 months, tweaking it where I could, but ROR is a little limiting in some places that I'd imagine more normal vehicles wouldn't need to deal with.
