Truck Description File

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Contents


This file is in text format. It contains all the structural, physical and visual parameters defining a truck. It is parsed by a very crude parser, so stick to the syntax, or expect crashes. Some keywords seem illogical because I did not know where I was going when I started this project. So be warned that this stuff is not foolproof. It is decomposed in sections, each section is announced by a keyword (except the title). Comments can be put anywhere by putting a ";" as the first character of the line.

See Version Requirement if you come across an orange box next to a section and you don't know what it means.

Building Philosophy

See Truck Concepts to understand the building philosophy. I recommend using the following method for construction:

  • Draw the blueprint of your truck on a piece drawing paper; mark the nodes, and write their number.
  • Edit your truck file; put the title, globals, engine, cameras, nodes, and beams sections in.
  • Run the game to see how it goes. If you forget some beams the truck will fold on itself!
  • When the chassis seems to work well; add wheels, suspension, hydros, etc; And then test drive.
  • When the truck is all working; do the bodywork and texture, and mark most beams as invisible (displaying too much beams has a large performance impact)

To see a simple truck file example, see the Step by Step Truck Construction.

Is It a Truck, Plane, or Boat?

Before we start, let's ask an important question: Is it a truck, plane, or boat? Or what makes a truck a truck and a plane a plane, or a boat a boat? Simple:

  • A truck is a description file containing an engine section
  • A plane is a description file containing a turboprops, turbojets, or pistonprops section
  • A boat is a description file containing a screwprops section

Also, notice that:

  • You should not combine more than one propulsion (eg have both an engine and a turboprops section in the same file)
  • If you have no propulsion, then you are making a load, and the file extension should be .load (see Creating a Load)
  • You can have a wings section on a truck or a boat (e.g. to add aerodynamic spoilers for stability).
  • You should have a fusedrag section on a plane to have a better aerodynamic modeling.
  • A boat needs to have a hull which is defined in the submesh section.

Light Cars

Here a few recommendations for those who want to build a light car: RoR is optimized for heavy trucks, so you have to use some extra sections that help you create a realistic car:

  • Use engoptions to reduce the engine inertia and set the engine type to c
  • Use brakes to reduce braking force
  • Use and abuse set_beam_defaults to soften the car body, or it will be too strong and springy, i.e. almost indestructible.
  • Experiment with the engine section to use higher RPM and correct gear ratios.
  • Lighten the wheels as much as possible. This is not very easy as they become unstable. Reducing the spring and damping of the wheels helps a lot. Suggested values for 100kg wheels: spring 150000 and damping 1000.
  • Use the dashboard-small.mesh prop as a dashboard. (unless you have a custom dashboard you want to use.)

Truck File Syntax

We go through the sections. Order is important: If a section depends on another (for example: cinecams requires beams), the dependent must be placed AFTER the section it depends on (cinecam AFTER beams).

Required Sections

The game will not run without these sections. Every one of these sections must be present for a vehicle to work in the game!

Title

This is the only section not introduced by a keyword. It is the name of the truck, and it absolutely positively must be the first line of the file.

My nice truck

Globals

This section defines some global parameters. Those parameters are:

  • dry mass - The weight RoR will try to give the truck (affected by minimum node weight, see below). Weight is measured in kilograms. (For you people in backwards non-metric countries, a kilogram is 2.2 pounds.)
  • Load mass - Total mass of all nodes marked with the option "l".
  • Material name - The name of the material that will be used to texture the truck's submesh. This material must be defined in a separate material file.

globals
;dry mass, cargo mass, material
 10000.0,  1000.0,     tracks/semi

Nodes

This section begins the structural definition of the vehicle. Each line defines a node. The first parameter is the node number. These numbers must be consecutive. The three following parameters are the XYZ coordinates of the node, in meters. The final parameter is the option parameter, which can be used to make the node behave in special ways. This can be left blank if the node does not need an option.

nodes
;id,    x,    y,    z,     options
;main chassis
  0, 0.00, 0.75, 0.66
  1, 0.00, 0.75, 1.84
  2, 0.63, 0.75, 0.66
  3, 0.63, 0.36, 0.66,l
  4, 0.63, 0.75, 1.84
  5, 0.63, 0.36, 1.84
  6, 1.48, 0.75, 0.66,l
  7, 1.48, 0.00, 0.66
  8, 1.48, 0.75, 1.84,c
  9, 1.48, 0.00, 1.84,x
 10, 2.33, 0.75, 0.66,y
 11, 2.33, 0.00, 0.66
This section supports multiple options as argument. If you want a 'f' and 'b' node together you could write something like this:
 11, 2.33, 0.00, 0.66, fb

Recognized options:

  • l: this node bears a part of the cargo load
    • You can overwrite the mass of a single load node if you add the mass in kilograms behind the options. For example, this setting will set the node mass to 2000 kilograms:

14, 1.36, 0.00, 1.97, l 2000


Please note that the load-nodes where you specify the mass explicitly are not calculated with the global load mass. So if you specify a custom mass on any load, you will also increase the mass on all other nodes if you do not decrease the global mass.

You can debug your Truck's Node masses by adding (in 0.35 and after)
Requires
0.35
or later
Debug Truck Mass	Yes
to your RoR.cfg. (Be sure to use a TAB before Yes and not to start the configurator). Look into your RoR.log after loading and you could see something like this:
04:09:05: Node 141 mass (20kg) too light. Resetting to minimass (50kg).
04:09:05: Node 0 : 3662 kg
04:09:05: Node 1 : 1730 kg
...
04:09:05: Node 13 : 1180 kg (normal load node: 6000 kg / 6 nodes)
04:09:05: Node 14 : 1180 kg (normal load node: 6000 kg / 6 nodes)
...
04:09:05: Node 136 : 5026 kg (overridden by node mass)
...
04:09:05: TOTAL VEHICLE MASS: 32399 kg
  • f: This node will not produce sparks. (Useful for support feet or hand made wheels.)
  • x: This node is the exhaust point. (requires a "y" node) (see the exhausts section)
  • y: The exhaust reference point. This node should be placed opposite of the direction that you want the exhaust to come from.
  • c: This node will not detect contact with ground. (Can be used for optimization on inner chassis parts, for instance.)
  • h: This node is a hook point. (Like the hook on a crane, or a winch, or whatever.)
  • e: This node is a terrain editing point (Like in the terrain editor truck.)
  • b: This node is assigned an extra buoyancy force (Experimental!)
  • p: Disables particle effects for this node (Like dust.) (RoR 0.36.3 and above)
  • L: Enables node settings logging into the ror.log for this node (RoR 0.36.3 and above)

You can set any option property, loadweight, friction-, volume- and surface-coefficients as default with set_node_defaults.


Beams

This section defines all the beams connecting nodes. Each line describes a beam. The first two parameters are the node numbers of the two connected nodes. Order has no importance. There is an optional 3rd parameter, composed of a single character. Recognized options are:

  • i: This beam is invisible. Very useful to hide "cheating" structural beam, or to improve performances once the truck is textured.
  • r; This beam is a rope (no resistance to compression, but will deform/break when expanded)
  • s; This beam is a support beam (no resistance to expansion, but will deform/break when compressed). Support beams are very useful for limiting movement of body panels like trunks, hoods, and doors from going inside the car while still allowing rotation without costly and complicated collisions.

beams
;node1, node2, options
 0,     1
 2,     4
 3,     5,    i
 6,     8,    i
 7,     9
 10,   12,    i
 11,   13,    i

This section supports multiple options as argument. If you want a 'i' and 'r' node together you could write something like this:

11,13,ir

Cameras

This section is important. It helps to position the truck in space, by defining a local direction reference. This is used to measure the pitch and the roll of the truck. It is also very important to orient the truck's cameras. The three parameters are node numbers. The first is the reference node and may be anywhere. The second must be behind the first (if you look at the front of the truck, it is hidden behind the first). The third must be at the left of the first (if you look to the right of the truck, it is hidden by the first). Correct relative placement of these nodes is important, or it may break the inside camera view.

Image:cameras.gif

cameras
;center,back,left
0,2,1

Cinecam

This defines the position of the in-truck camera. It is a special node suspended from eight chassis nodes. The parameters are the 3 coordinates of the point and the 8 nodes to which it is bound. Note that if you input nodes that do not exist, your vehicle will most likely explode upon spawning. There are also two optional values to define the spring and damping factors of the links to the camera, to adjust its movements. The default values are 8000 and 800.

cinecam
;x,y,z, 8 bindings, spring, damping
0.66, 2.0, 1.8, 75,76,77,78,73,74,53,54, 8000.0, 800.0

End

The file MUST TERMINATE by "end" or it will crash.

end

Organizational Sections

These sections are not required, but will make it easier to locate your file or work with. Do not use carets in your syntax, they are used to mark sections!

Fileformatversion

This tells RoR what version of RoR your truck is built for. Most trucks built today should use "fileformatversion 3"

; ror <0.32
fileformatversion 1
; ror >= 0.32 and < 0.36
fileformatversion 2
; ror >= 0.36
fileformatversion 3
  • Version 1 = Pre-RoR 0.32
  • Version 2 = RoR 0.32 - 0.35
  • Version 3 = Post-RoR 0.36
  • Leaving out this tag will result in version 1.

Example:

fileformatversion 2

Author

author <type> <authorid> <authorname> <email>
  • type = Tells what the author referenced in the next section did. Recommended types to put: chassis, texture, support, etc.
  • AuthorID = ID of the author's RoR Forum account, so the user may write him or her a message or view his or her other trucks. Use "-1" if he or she does not have a RoR Forum account.
    • To get the AuthorID: Log into the forums and visit the Repository. The AuthorID should be displayed on the left side.
  • authorname = The author's name.
  • email = The author's e-mail. (optional)

Each author requires a separate line.

author chassis 4 heinz_peter heinz@mail.com
author texture 123 forname_surname_othername someuser@mail.com
author support 5487 otheruser otheruser@mail.com

Please note: Do not use spaces in the type, authorname, or email. Instead, use an underscore ( _ ). In the game, the underscore will be replaced with a space.

Description

description
Lorem ipsum dolor sit amet, consectetur adipisicing 
elit, sed do eiusmod tempor incididunt ut labore et 
dolore magna aliqua.
end_description

Pretty self-explanatory. Only the first 3 lines will get displayed in the Truck HUD. Do not put keywords in the description; they will mess up the truck file.

Fileinfo

This section tells the user what type of thing the truck is, what version it is, and gives the truck a unique ID number.

; syntax:
fileinfo <uniqueid>, <categoryid>, <fileversion>
; example:
fileinfo 000UID, 107, 2
  • uniqueid: This field specifies the unique file ID (you get one by uploading it to the repository). Put "-1" here if there is no unique ID.
  • categoryid: This is the category number from the repository. Put "-1" here if the truck is not categorized. It is recommended that you give your truck a category.
  • fileversion: This tells users and the repository what version of the truck this is. It is an integer value, so do not use anything other than 0-9 in this section.

Help

The help section gives the name of the material used for the help panel on the in-game dashboard. This material must be defined elsewhere in a material file. This is optional. (But it looks cool, so use it!)

help
tracks/semihelp

Comments

Comments are ignored by RoR. They are useful for telling users what things do in the truck file. Comments can be put anywhere by putting a semicolon ( ; ) as the first character of the line to be commented.

You can also comment out several lines of text using this format:

comment
One morning, as Gregor Samsa was waking up from anxious dreams,
he discovered that in bed he had been changed into a monstrous vermin. 
He lay on his armour-hard back and saw, as he lifted his head up 
a little, his brown, arched abdomen divided up into rigid bow-like 
sections. From this height the blanket, just about ready to slide off 
completely, could hardly stay in place. His numerous legs, pitifully 
thin in comparison to the rest of his circumference, flickered helplessly 
before his eyes.
end_comment

Vehicle-specific

The following sections define important vehicle parts, like wheels, shock absorbers, and the like.

Engine

The engine section contains the engine parameters. Parameters are:

  • Minimum RPM - The engine speed in which the automatic transmission downshifts and the clutch engages.
  • Maximum RPM - The engine speed in which the automatic transmission upshifts. Actual redline is +20% rpm.
  • Torque - A number representing the 'torque' of the engine. The higher the value, the faster a truck will accelerate. RoR uses a flat torque model, usually correct for large intercooled turbo diesels. The units of torque are in newton-meters (N-m).
  • Final Drive Ratio - A global gear conversion ratio.
  • Rear gear ratio - Gear ratio of reverse. For every turn of the engine, the wheels will turn this many times.
  • Neutral gear ratio - Gear ratio of neutral gear. For organizational purposes...
  • First gear ratio - Gear ratio of 1st gear.
  • Second/etc gear ratio - Gear ratio of all further gears. Note there must be between 3 and 15 forward gears. The final gear must be followed by a -1 value.
    engine
    ;min rpm, max rpm, torque, differential, reverse, neutral, 1st,   2nd,  3rd,  4th,  5th,  6th...
     1000.0,  1500.0,  8000.0, 2.00,         10.85,   10.00,   13.86, 9.52, 6.56, 5.48, 4.58, 3.83, 3.02, 2.53, 2.08, 1.74, 1.43, 1.20, 1.00, -1.0

    One good source of practical gear ratios is Eaton Fuller. To see the ratios, click the name of the transmission and find "Product Specifications Guide". It's wise to make sure you can get into final gear. If your vehicle decelerates in a gear you may not have enough power, or the gear ratio may be too high.

    Engoption

    Engoption sets optional parameters to the engine. It is mainly used for car engines. Valid parameters are:

    • Engine inertia: the default game value is 10.0, which is correct for a large diesel engine. For smaller engines you probably want smaller values. 1.0 or 0.5 would be appropriate for small atmospheric engines, for instance.
    • Engine type: valid types are t for truck engine and c for car engine. This parameter changes engine sound and other engine characteristics.
    Requires
    0.36.2
    or later
    • Clutch Force: (Requires 0.36.2 or later!)
      • -1 for default values. default values: 10000 for trucks, 5000 for cars

    Shifter timings (Requires RoR 0.36.2 or later!)

    • shifttime: Time (in seconds) that it takes to shift. Valid values are grater than 0. For default shifttime use "-1". Default shifttine = 0.2 seconds
    • clutchtime: Time (in seconds) the clutch takes to apply. Valid values are greater than 0. For default clutchtime use "-1". Default clutchtime = 0.5 seconds
    • postshifttime: Time (in seconds) until full torque is transferred. Valid values are greater than 0. For default postshifttime, use "-1" Default postshifttime = 0.2 seconds
      • Shifter timings needs a defined clutchforce to work. add -1 for clutchforce setting if you want the clutch to be default.

    engoption
    ;inertia, type, clutchforce, shifttime, clutchtime, postshifttime
    0.5, c, 5000.0, 0.75, 0.9, 0.75
    ;sample shift timings for a mid size truck

    PROTIP: Use the "Engine inertia" value to make the engine start faster. With a value of 0.1, the engine will start instantly. With a value of 10, the engine requires about 30 seconds of cranking before it starts. Values between 1 and 3.5 are great for vehicles that you drive frequently, or race vehicles and the like that you want to start fast. However, using a higher value makes it harder to stall the engine. Making something to tow a lot of weight? Raise it up to 9 or 10 and it won't really stall, ever. (With values over 10, it may not start at all, so be careful.)

    Brakes

    This allows you to change the default braking force value. The default is 30000, which is generally too high a value for smaller cars and trucks.

    brakes
    1500

    In 0.36.3 and above, there is an optional second field that allows parking brake force to be changed.

    Requires
    0.36.3
    or later
    brakes
    20000, 15000

    Wheels

    This section is important: it defines the wheels! Parameters are:

    • Radius - The radius of the wheel, in meters.
    • Width - This value has been ignored since 0.32, but is still required for compatibility reasons. Wheels now occupy the full distance between node1 and node2.
    • number of rays - The number of 'pie pieces' that make up the wheel. For reference, "3" makes the wheel triangular, and "4" makes the wheel square. Recommended values are between 10 and 16.
    • Node 1 - The node on the axle where the one side of the wheel starts.
    • Node 2 - The node on the axle where one side of the wheel ends.

    To clarify, if you imagine a beam that goes right through the middle of the wheel along the axis of rotation, Node 1 and Node 2 would be at the intersection between one side of the wheel and the beam and the intersection between other side of the wheel and the beam.

    • Rigidity Node - The number of a special rigidity node (see explanation about Axle Rigidity). Use "9999" if there is no rigidity node.
    • Wheel Braking - "0" for unbraked wheels, "1" for braked wheels. For directional braking, as found in airplanes, use "2" for a left wheel, "3" for a right wheel. In 0.37, "4" is used for a wheel with a footbrake, but no parking brake.
    • Wheel Drive - "0" for undriven wheels, "1" for wheels driven forwards, "2" for wheels driven backwards
    • Reference arm node - The reference arm node for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction. Setting the reference arm node to the same node as Node 1 or Node 2 gets rid of the effects of the Reference Arm Node.
    • Mass - Mass of the wheel, in kilograms.
    • Springiness - The stiffness of the wheel, somewhat equivalent to tire pressure. Having too much spring will make the steering wheels bounce back and forth during understeer, sending vibrations through the entire vehicle.
    • Damping - The rebound rate of the wheel
    • Materials - Face material and band material. (no comma between them) If you don't have a custom material, use "tracks/wheelface" for the face and "tracks/wheelband1" for a single wheel or "tracks/wheelband2" for dual mounted wheels.

    wheels
    ;radius, width, numrays, node1, node2, snode, braked, propulsed, arm, mass,  spring,   damping,   facemat          bandmat
     0.54,   0.40,  12,      35,    36,    9999,  1,      0,         3,   200.0, 800000.0, 4000.0, tracks/wheelface tracks/wheelband1
     0.54,   0.40,  12,      37,    38,    9999,  1,      0,         5,   200.0, 800000.0, 4000.0, tracks/wheelface tracks/wheelband1
     0.54,   0.80,  12,      39,    40,    41,    1,      1,         25,  400.0, 800000.0, 4000.0, tracks/wheelface tracks/wheelband2
     0.54,   0.80,  12,      41,    42,    40,    1,      1,         23,  400.0, 800000.0, 4000.0, tracks/wheelface tracks/wheelband2

    Notes:

    • Wheel breaking strength is set by the last Beam defaults in the truck file before the wheels section. This can help the wheel to go faster before it breaks.
    • The order in which the wheels are declared is important: each consecutive pair of wheels is grouped into an axle. A truck cannot have an odd number of powered wheels, since one wheel would not be in a pair. If this happens, the odd wheel will not move.

    Wheels2

    This section improves wheels by simulating both wheel tires and rims. The player is able to set tire pressure via key input.

    • Rim radius - The radius of the wheel rim in meters
    • Tyre radius - The radius of the tire in meters, measured from the center of the wheel.
    • Width - This value has been ignored since 0.32, but is still required for compatibility reasons. Wheels now occupy the full distance between node1 and node2.
    • Number of rays - The number of 'pie pieces', or corners, that make up the wheel. For reference, "3" makes the wheel triangular, and "4" makes the wheel square. Recommended values are between 10 and 16.
    • Node 1 - The node where the wheel starts.
    • Node 2 - The node where the wheel ends. (See Wheels for an explanation of how this works.)
    • Rigidity Node - The number of a special rigidity node (see Axle Rigidity explanation). Use "9999" if there is no rigidity node.
    • Wheel Braking - "0" for unbraked wheels, "1" for braked wheels. For directional braking, as found in airplanes, use "2" for a left wheel, "3" for a right wheel. In 0.37, "4" is used for a wheel with a footbrake, but no parking brake.
    • Wheel Drive - "0" for an undriven wheel, "1" for a wheel driven forwards, "2" for a wheel driven backwards.
    • Reference arm node - The reference arm node for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction.
    • Mass - Mass of the wheel in kilograms.
    • Rim springiness - The stiffness of the wheel rim.
    • Rim damping - The rebound rate of the wheel rim.
    • Tyre springiness - The stiffness of the tire.
    • Tyre damping - The rebound rate of the tire.
    • Materials - Face material and band material. (no comma between them) If you don't have a custom material, use "tracks/wheelface" for the face and "tracks/wheelband1" for a single wheel or "tracks/wheelband2" for dual mounted wheels.

    wheels2
    ;radius,radius2,width,numrays,node1,node2,snode,braked,propulsed, arm, mass, rim spring, rim damping, simple spring, simple damping, facemat bandmat
    0.335, 0.625, 0.40, 12, 44, 45, 9999, 1, 1, 3, 280.0, 900000.0, 200.0, 400000.0, 2000.0, tracks/daffwheelface tracks/dafwheelband
    0.335, 0.625, 0.40, 12, 46, 47, 9999, 1, 1, 5, 280.0, 900000.0, 200.0, 400000.0, 2000.0, tracks/daffwheelface tracks/dafwheelband
    0.335, 0.625, 0.40, 12, 48, 49, 50,  1, 1, 31, 280.0, 900000.0, 200.0, 200000.0, 2000.0, tracks/dafrwheelface tracks/dafwheelband
    0.335, 0.625, 0.40, 12, 50, 51, 49,  1, 1, 33, 280.0, 900000.0, 200.0, 200000.0, 2000.0, tracks/dafrwheelface tracks/dafwheelband
    0.335, 0.625, 0.40, 12, 52, 53, 54,  1, 1, 31, 280.0, 900000.0, 200.0, 200000.0, 2000.0, tracks/dafrwheelface tracks/dafwheelband
    0.335, 0.625, 0.40, 12, 54, 55, 53,  1, 1, 33, 280.0, 900000.0, 200.0, 200000.0, 2000.0, tracks/dafrwheelface tracks/dafwheelband

    Please note:

    • wheels2 will be replaced with normal wheels during multiplayer game play.
    • wheels2 can be deactivated completely in the configurator.

    Meshwheels

    Requires
    0.35
    or later
    Mesh wheels allows you to do very nice wheels. It takes an Ogre3D mesh of a rim (the rim only, without the tire!). The mesh should be centered, and of the right size for the wheel you want to do: its outer diameter should be the same as the "rim_radius" parameter, and its width should be the same as the distance between node1 and node2. The other parameters are similar to the "wheels" command, though there are a few differences.

    The side value should be 'l' or 'r' depending on the side of the wheel, and the final parameters are the mesh name and the material for the tire. The mapping of the texture should look something like this: Image:meshwheelmapping.jpg

    Here is an example picture of a rim mesh, as it should be modeled. The tire geometry is added dynamically afterward by the game, and will flex like a real tire.

    Image:meshrim.jpg

    meshwheels
    ;tire_radius, rim_radius,width,numrays,node1,node2,snode,braked,propulsed, arm, mass, spring, damping, side, meshname material
    0.35, 0.21, 0.5, 14, 32, 33, 34, 1, 1, 18, 200.0, 300000.0, 2000.0, l, dodgechargerwheel.mesh dodgechargerband
    0.35, 0.21, 0.5, 14, 34, 35, 33, 1, 1, 26, 200.0, 300000.0, 2000.0, r, dodgechargerwheel.mesh dodgechargerband
    0.35, 0.21, 0.5, 14, 44, 45, 9999, 1, 0, 53, 200.0, 350000.0, 2000.0, l, dodgechargerwheel.mesh dodgechargerband
    0.35, 0.21, 0.5, 14, 46, 47, 9999, 1, 0, 50, 200.0, 350000.0, 2000.0, r, dodgechargerwheel.mesh dodgechargerband

    Shocks

    Shocks can be seen as tunable beams, useful for suspensions. Parameters are:

    • Node 1 - The node where the shock starts.
    • Node 2 - The node where the shock ends.
    • Spring rate - The 'stiffness' of the shock. The higher the value, the less the shock will move for a given bump.
    • Damping - The 'resistance to motion' of the shock. The best value is given by this equation. .
    • Maximum contraction - The shortest length the shock can be, as a proportion of its original length. "0" means the shock will not be able to contract at all, "1" will let it contract all the way to zero length. If the shock tries to shorten more than this this value allows, it will become as rigid as a normal beam.
    • Maximum extension - The longest length a shock can be, as a proportion of its original length. "0" means the shock will not be able to extend at all. "1" means the shock will be able to double its length. Higher values allow for longer extension.
    • Precompression - Changes compression or extension of the suspension when the truck spawns. This can be used to "level" the suspension of a truck if it sags in game. The default value is 1.0.
    • Option flags

    - (i) This shock is invisible.

    - (L) or (R) Stability active suspension can be made with "L" for suspension on the truck's left and "R" for suspension on the truck's right.

    shocks
    ;critical damping=2*sqrt(mass*spring)
    ;id1, id2, spring, damping, shortbound, longbound, precomp, options
    36,   6,   500000, 100000,  0.3,        0.3,       1.0
    37,   8,   500000, 100000,  0.3,        0.3,       1.0,     l
    38,   2,   500000, 100000,  0.3,        0.3,       1.0,     r


    Shocks2

    Requires
    0.36.2
    or later
    • node1: First node of the shock.
    • node2: Second node of the shock.
    • springin: Spring value applied when the shock is compressing.
    • dampin: Damping value applied when the shock is compressing.
    • progspringin: Progression factor for springin. A value of 0 disables this option. 1...x as multipliers, example:maximum springrate == springrate + (factor*springrate)
    • progdampin: Progression factor for dampin. 0 = disabled, 1...x as multipliers, example:maximum dampingrate == springrate + (factor*dampingrate)
    • springout: spring value applied when shock extending
    • dampout: damping value applied when shock extending
    • progspringout: Progression factor springout, 0 = disabled, 1...x as multipliers, example:maximum springrate == springrate + (factor*springrate)
    • progdampout: Progression factor dampout, 0 = disabled, 1...x as multipliers, example:maximum dampingrate == springrate + (factor*dampingrate)
    • shortbound]: shortbound limit in percentage ( 1.00 = 100% )
    • longbound: longbound limit in percentage ( 1.00 = 100% )
    • precomp: shock precompression setting
    • options:
      • i: invisble (default is visible)
      • s: soft bump boundaries, use when shocks reach limiters too often and "jumprebound" (default is hard bump boundaries)
      • m: metric values for shortbound/longbound applying to the length of the beam
      • M: Absolute metric values for shortbound/longbound, settings apply without regarding to the orignal length of the beam.(Use with caution, check ror.log for errors)

    shocks2
    ;invisble softbump shock, high value progressive for inbound, linear low values for outbound
    node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options
       45,    80,    22000,   2000,            5,          5,      2000,    1500,             0,           0,        0.8,       0.1,       1, is
     
    ;visble hardbump shock, high value progressive for inbound and outbound, boundaries apply metric in meters
    node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options
       45,    80,    22000,   2000,           15,         10,      22000,    2000,           15,          10,        0.5,       0.5,       1, m
     
    ;visble hardbump shock, high value progressive inbound only shock, boundaries apply metric as absolute values in meters
    node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options
       45,    80,    22000,   2000,            5,          5,          0,       0,            0,           0,        0.2,       2.5,       1, M
    IMPORTANT:
    • shocks2 need at least 1500+ as a minimum damping value when using them as inbound/outbound only. (When your shocks2 truck bottoms out at spawn, damping is too low (or the springs dont support the weight of the truck)
    • soft bump shocks need some boundary limit ( 5%+ ) to work proper as soft bump boundaries.
    • You will find any errors in the ror.log regarding to wrong values in 'M' setting or any other shock values.


    Shockswapping help:
    These is an example to get started with replacing shocks with shocks2. In this example, the shocks2 have exactly the same functionality then the orignal shocks. After adding the shocks2 delete the old shock and you are fine to tune/tweak your truck.

    shocks
    ;id1, id2, spring, damping, shortbound, longbound, precomp, options
    36,   6,   500000, 100000,  0.3,        0.3,       1.0
     
    shocks2
    node1, node2, springin, dampin, progspringin, progdampin, springout, dampout, progspringout, progdampout, shortbound, longbound, precomp, options
       36,     6,   500000, 100000,            0,          0,    500000,  100000,             0,           0,        0.3,       0.3,     1.0


    Hydros

    The hydros section is concerned only with the steering actuators! They are beams which change their length depending on the steering of the truck. The parameters of this section are:

    • Node 1 - The node where the hydro starts.
    • Node 2 - The node where the hydro ends.
    • lengthening factor - How much the hydro extends or contracts when a steering key is pressed (expressed as a proportion of the original length). Positive values extend when steering left and contract when steering right. Negative values do the reverse.
    • Option flag (optional)
    • (i) - makes the hydro invisible
    Option flags useful for land vehicles:
    • (s) - disables the hydro at high speed (as seen sometimes with rear steering axles on large trucks)
    Option flags useful for airplanes: These can be used to control flight surfaces, or to create a thrust vectoring system.
    Requires
    0.36
    or later
    • (a) - This hydro is commanded by aileron input.
    • (r) - This hydro is commanded by rudder input.
    • (e) - This hydro is commanded by elevator input.
    • (u) - This hydro is commanded by the combination of aileron input and elevator input.
    • (v) - This hydro is commanded by the combination of inverse aileron input and elevator input.
    • (x) - This hydro is commanded by the combination of aileron input and rudder input.
    • (y) - This hydro is commanded by the combination of inverse aileron input and rudder input.
    • (g) - This hydro is commanded by the combination of elevator input and rudder input.
    • (h) - This hydro is commanded by the combination of inverse elevator input and rudder input.

    hydros
    ;node1, node2, factor, options
     43,    37,    -0.2
     45,    37,     0.2
     46,    36,     0.2,   s
     48,    36,    -0.2,   s

    Hydros can use inertia.


    Animators

    Requires
    0.37.68
    or later

    The animator section concerns only Animators referring to game data! They are beams which change their length depending on the variables of the simulation. The parameters are:

    • Node 1 - The node where the animator starts.
    • Node 2 - The node where the animator ends.
    • lengthening factor - A coefficent which specifies how much the animator moves.
    • Option string
    Options:
    • vis - This creates a visible animator. ( It's not necessarily needed, but can help users read the truck file.)
    • inv - This creates an invisible animator.
    • airspeed - This animator extends or contracts with the actual speed (not speedometer indicated speed) for any vehicle.
    • vvi - This animator extends or contracts with the vehicle's vertical velocity.
    • altimeter100k - This animator extends or contracts with the vehicle's altitude up to 100,000 feet.
    • altimeter10k - This animator extends or contracts with the vehicle's altitude up to 10,000 feet, at which point it will revert back to its original length.
    • altimeter1k - This animator extends or contracts with the vehicle's altitude up to 1,000 feet, at which point it will revert back to its original length. These three animators can be used to create altimeters with three needles or similar objects, though for those small applications it is usually recommended that Add_animation be used.
    • aoa - This animator extends or contracts with the dashboard's angle of attack.
    • flap - This animator extends or contracts with the flap setting on the vehicle.
    • airbrake - This animator extends or contracts with the airbrake setting on the vehicle.
    • roll - This animator extends or contracts with the vehicle's roll. It will flip at 180 degrees roll to -180 degrees roll. This option can be used for an automatic trim feature.
    • pitch - This animator extends or contracts with the vehicle's pitch. It will flip back at 180 degrees pitch to -180 degrees pitch. This option can be used for an automatic trim feature.
    • throttle1 - This animator extends or contracts with the throttle setting of an aircraft's first engine. This option can be used for thruster mechanics. Valid sources include throttle1, throttle2, etc. etc. up to throttle8.
    • rpm1 - This animator extends or contracts with the RPM of an aircraft's first engine. This option can be used for thruster mechanics. Valid sources include rpm1, rpm2, etc. etc. up to rpm8.
    • aerotorq1 - This animator extends or contracts with the torque of an aircraft's first engine. Note that this only works for propeller engines, because torque is not applicable to jets. Valid sources include aerotorq1, aerotorq2, etc. etc. up to aerotorq8.
    • aeropit1 - This animator extends or contracts with the pitch of an aircraft's first engine. Note that this only makes sense with propeller engines, pitch is not applicable to jets. Valid sources include aeropit1, aeropit2, etc. etc. up to aerotorq8.
    • aerostatus1 - This animator extends with the On/Off/Fire status of an aircraft's first engine. Valid sources include aerostatus1, aerostatus2, etc. etc. up to aerostatus8.
    • brakes - This animator extends or contracts with the vehicle's brake status.
    • accel - This animator extends or contracts with the vehicle's accelerator status.
    • clutch - This animator extends or contracts with the vehicle's clutch status.
    • speedo - This animator extends or contracts with the speedometer indication. It scales with the guisetting speedometer. (It is best to use it even if there is no custom overlay dashboard; it simplifies the adjustment a lot.)
    • tacho - This animator extends or contracts with the vehicle's RPM. It scales with guisetting tachometer. (It is best use it even if there is no custom overlay dashboard; simplifies the adjustment a lot.)
    • turbo - This animator extends or contracts with the vehicle's turbocharger PSI.
    • parking - This animator extends or contracts with the vehicle's parking brake status.
    • shifterman1 - H-shift left right animator ( Reverse | 1-2 | 3-4 | 5-6...11-12 as positions, scales with engine settings (maxGear)
    • shifterman2 - H-shift forth/back animator Reverse-2-6-8-10-12 | 1-3-5-7-9-11 as psoitions
    • sequential - sequential shift animator ( i.e for tiptronic or wheel shift pedals), can be used for commands too ( no settable limits then )
    • shifterlin - for auto transmission animations or gearselect indicators
    • torque - animator to simulate engine torque, useful in addition to wheel nodearms
    • heading - This animator extends or contracts with the current heading of the truck.
    • difflock - This animator extends or contracts with the difflock status of the truck (It only works when differentials are present in the truck.)
    • rudderboat - This animator extends or contracts with the steering hydro on boats.
    • throttleboat - This animator extends or contracts with the throttle status on boats.

    All options need to be connected by an vertical bar "|", please refer to the example below. You can stack multiple options (like: airpseed | vvi | inv), but it is not recommended and may result in weird behaviors. All animators are scaled to a maximum of -1/+1 as default coefficient, use the ratio setting to get the movement you want. Speed or force of the animators is NOT settable, though you can alter movement speed just with simple lever mechanics. The longer the lever arm, the slower the node will move. To tune your torque-animator to the needs of the truck, let it just work against a stiff shock2. The harder you make the shock, the more engine-rpm torque effect you get. Animators can use set_inertia_defaults. Inertia helps a lot to smooth instant movement like with shifters or airbrakes.

    animators
    ;node1, node2, factor, options
        32,    26,  0.09, shifterlin | inv
         5,    27,   0.1, accel | inv
         5,    28,   0.1, brake | inv
         5,    29,   0.1, clutch | inv
        36,    41,  -0.4, speedo | inv
    ;this one is visible
        49,     3,  -0.9, torque | vis

    Behavior

    These sections define behaviors for the vehicle, like command-operated hydraulics and modifications to how beams behave.

    Commands

    The commands section describes the "real" hydros, that is, those you command with the function keys. They are like beams, but their length varies depending with the function keys you press. The parameters are:

    • Node 1 - The node where the command beam starts.
    • Node 2 - The node where the command beam ends.
    • Rate of extension/contraction - How fast the command beam moves.
    • Maximum contraction - The shortest length that the command beam will try to be, as a proportion of its initial length.
    • Maximum extension - The longest length the command beam will try to be, as a proportion of its initial length.
    • Contraction key - A number representing the function key used to control the command beam. More than one can be controlled with the same key. (See below for the keymap.)
    • Extension key - The key used to extend the command beam.
    • Option flag (optional) - "i" makes the command beam invisible. "r" makes the command behave like a rope or a winch (no compression strength). "n" should be used as a filler when a description field is needed.
    • Description (optional) - A text description that tells the user what the command beam does when the it is activated. There is no need to put a key in front of the text (like F1:_do_something) this will be done automatically!

    commands
    ;id1, id2, rate, short, long, keys, keyl, options description
     10,  91,  0.1,  1.0,   7,    1, 2, i, Death_machine
     12,  93,  0.1,  1.0,   7,    1, 2, i
     14,  90,  0.1,  1.0,   7,    1, 2
     16,  92,  0.1,  1.0,   7,    1, 2
     114, 122, 0.2,  1.0,   19,   3, 4
     115, 123, 0.2,  1.0,   19,   3, 4, n, Happy_butterfly_wings
     126, 132, 0.1,  0.1,   1.0,  5, 6, r

    This is the default keymap:

    • 1 = F1
    • 2 = F2
    • 3 = F3

    etc. etc.

    • 12 = F12
    • 13 = CTRL+F1
    • 14 = CTRL+F2

    etc. etc.

    • 24 = CTRL+F12
    • 25 = ALT+F1
    • 26 = ALT+F2

    etc. etc.

    • 36 = ALT+F12
    • 37 = CTRL+ALT+F1
    • 38 = CTRL+ALT+F2

    etc. etc.

    • 48 = CTRL+ALT+F12

    Note that some keymapped commands are by default assigned to Windows commands.. i.e. ALT+F4 closes the active window. (in this case the RoR render window.) It is best to avoid using those buttons if at all possible.

    Commands2

    The commands2 section is an improved commands section. The main differences are:

    • Different rates for shortening and lengthening the command.
    • Taking multiple option characters at once (i.e. invisible rope)
    • New option types.

    The parameters are:

    • Node 1 - The node where the command beam starts.
    • Node 2 - The node where the command beam ends.
    • Shortening rate - How fast the command beam shortens.
    • Lengthening rate - How fast the command beam lengthens.
    • Maximum contraction - The shortest length that the command beam will try to be, as a proportion of its initial length.
    • Maximum extension - The longest length the command beam will try to be, as a proportion of its initial length.
    • Shortening key - A number representing the function key needed to compress the command beam. More than one can be controlled with the same key. (see above for keymap)
    • Lengthening key - The key used to extend the command beam.
    • Option flag(s) (optional) - "n","i" and "r" are also available.
    • n Filler option, does nothing.
    • i Makes the command beam invisible.
    • r Makes the command beam behave like a rope or a winch.
    • c Makes the command beam auto-center: It will automatically return it to its starting position when a lengthening/shortening key is released.
    • f Stops the command moving faster when engine revs increase.
    • p Activates press-once functionality: A single press of a shortening/lengthening key will lengthen/shorten the command beam as much as possible. A second keypress of the key which started the command moving stops the automatic movement.
    • o is like p, but it will stop in the center position.
    • Description (optional) - A text description that tells the user what the command beam does when it is activated. There is no need to put a key in front of the text (like F1:_do_something): this will be done automatically!. Note that there is no comma between the option flags and the description.

    commands2
    ;id1, id2, rateShort, rateLong, short, long, keys, keyl, options Description
    61, 113, 0.1, 0.5, 1.0, 4, 1, 2, of
    62, 112, 0.1, 0.5, 1.0, 4, 1, 2, onf desc

    Note:

    • you may mix command/command2 sections, depending on what you want to use. example:

    commands2
    ;id1, id2, rateShort, rateLong, short, long, keyS, keyL, options description
    61, 113, 0.1, 0.5, 1.0, 4, 1, 2, of
    62, 112, 0.1, 0.5, 1.0, 4, 1, 2, onf Boom
     
    commands
    116,124,0.1,1.0, 2.6,   3, 4
    117,125,0.1,1.0, 2.6,   3, 4, n Underlift
     
    commands2
    ;id1, id2, rateShort, rateLong, short, long, keys, keyl, options Description
    136,116, 0.4,4.4,1.0, 10, 5,6
    136,117, 0.4,4.4,1.0, 10, 5,6

    Inertia
    Requires
    0.36.2
    or later

    The inertia feature lets you specify an inertia function for your command. This reduces the swing of commands since they will operate smoothly with inertia.

    commands2
    ;id1, id2, rateShort, rateLong, short, long, keyS, keyL, options description startDelay, stopDelay, startFunction stopFunction
    115,123,0.1,1.0, 19,3, 4,n,First_Joint 0.5,0.5, smoothcrane revprogressiv
    127,133,0.1,1.0, 10.5,   5, 6, n, Second_Joint 0.7,0.5, smoothcrane revprogressiv
    137,147,0.1,1.0, 10.5,   7, 8, n, Third_Joint 0.7,0.5, smoothcrane revprogressiv
    143,148,0.05,0.5, 2.0,9,10,n,Extremity_Joint 0.7,0.5, smoothcrane revprogressiv

    • startDelay: The delay upon command start
    • stopDelay: The delay upon command stop
    • startFunction, stopFunction: Specifies what spline should be used for start/stop. See diagram below.
        • NOTE: Inertia delay values are not in seconds, but are a factor (the lower the value, the more inertia there is). Also, a description or some kind of placeholder character must be placed between the option flag and the inertia property. An underscore works great as a placeholder since RoR interprets the underscore as just a space.


    Set_inertia_defaults

    This command will set the defaults for all following commands, hydros, animators and rotators. To reset it to the default value, use "-1"

    ;set_inertia_defaults startDelay, stopDelay, startFunction stopFunction
    set_inertia_defaults 0.5, 0.5, smoothcrane revprogressiv
    ...
    set_inertia_defaults 0.7,0.5, smoothcrane revprogressiv
    ...
    ; reset:
    set_inertia_defaults -1

    Detacher Camera

    Requires
    SVN
    or Later

    This section is to define which nodes fall off in a crash, ie bumpers, and mirror nodes. Thus keeping the vehicle camera with the vehicle, and not wandering around into space. Include: is which node(s) you want the camera to follow. exlude: is which nodes might fall off in a crash, ie bumper nodes.

    position_nodes
    include 0-123
    exclude 90-113

    Rotators

    Rotators are alternate commands(hydros) that allows you to do turntables, like in the base of a rotating crane. They use 10 reference nodes:

    • 2 nodes to define the axis of rotation
    • 4 nodes (must be a square, centered with the axis) to define the baseplate
    • 4 nodes (again, a square, centered with the axis) to define the rotating plate.

    Then, in a similar way to commands, comes the rate of rotation, and the numbers of the left and right function keys. Rotators can use inertia.

    The reference nodes for the baseplate and rotator plate must also match each other in order. (i.e. if you start at the front left for the base plate and work clockwise, do the same for the rotator plate!) See the example rotators code and attached picture. Both plates must be identical!

    rotators
    ;axis1, axis2, a1, a2, a3, a4,   b1, b2  b3, b4, rate, keyleft, keyright
    29,     30,    31, 32, 34, 33,   37, 38, 36, 35, 0.1,  1,       2
    Image:Rotators.jpg

    Forwardcommands

    Forwards the command keys pressed while riding a truck to loads in close proximity. It is used to remote control the commands of a load. The load must have the "importcommands" tag.

    forwardcommands

    Importcommands

    Enables a load to receive command keys from a manned vehicle in close proximity. The controlling vehicle must have the "forwardcommands" tag. The load only receives the keys that are pressed by the player, it must contain a commands section. Commands section for loads is defined in the same manner as in manned trucks.

    importcommands

    Set_beam_defaults

    This is not a section, but a self-contained line that can be inserted anywhere in the truck file. It changes all the beams (and the hydros and ropes) declared after this line. You can use this line many times to make different groups of beams that have different characteristics (e.g. stronger chassis, softer cab, etc.). This method is better than the globeams command that is now deprecated. The parameters comes on the same line, after set_beam_defaults. You can use the first parameters (most useful) and safely ignore the last parameters. They are:

    • Springiness - The overall stiffness of a beam. The higher the value the stiffer the beam. The default value is 9000000.
    • Damping constant - The resistance to motion of a beam The default value is 12000.
    • Deformation threshold constant - The amount of force that must be applied to a beam before it will not return to its original length. The lower the value, the easier it is to deform. The default value is 400000.
    • Breaking threshold constant - The amount of force that must be applied to a beam before it will break. The default value is 1000000.
    • Beam diameter (optional) - The visual size of a beam in meters. This setting only has a visual effect. Changing it does not modify how a truck will drive. The default value is 0.05.
    • Beam material (optional) - The default is "tracks/beam".
    • Plastic deformation coefficient (optional) - Valid range: 0.0 - 1.0. This defines how elastic the deformation of a beam is. It is explained in greater detail below. The default value is 0.0.


    To use default values without having to type the numbers, use "-1" in each field. Example:

    set_beam_defaults -1, -1, -1, -1

    Beware: Excessive spring will result in an unstable chassis. Increasing the damping will help with this, but excessive damping will crash RoR. Higher chassis mass may mitigate that problem if applicable. If you create a light car, you may want to reduce the spring, damping and deformation values to match the real, softer frame of a car, and also increase stability.

    Be aware that the current default values are "overspringy", or "underdamped" for stability reasons (that is why trucks often look too springy when they fall down a slope), but on softer designs you can correct this and have a better damping ratio. Missing beam textures may make RoR unstable. Example for a car:

    ; syntax is set_beam_defaults spring, damping, deform, break, diameter, material
    set_beam_defaults 3000000, 10000, 100000, 250000, 0.02, tracks/beamblack
    If you want to keep a rigid chassis base and drivetrain, you can do:
    beams
    ;base chassis and drivetrain with the default high-strength settings
    1,2
    2,3
    ...
    3,4
    ;car body, softer setting
    set_beam_defaults 3000000, 10000, 100000, 250000
    5,6
    6,7
    ...
    ;return to stronger defaults for the rest (e.g. hydros)
    set_beam_defaults -1, -1, -1, -1
    ...

    If you want to to make something deform well (like for flexbodies), use these settings for the beam group you want to deform together with the global enable_advanced_deformation option to unleash unlimited beam physics for best results in crash deformation:

    ;set_beam_defaults spring, damping, deform, break, diameter, material, deform_coef
    set_beam_defaults 3000000, 10000, 100000, 250000, 0.02, tracks/beamblack, 0.9

    The plastic deformation coefficient is 0.0 by default (elastic deformation). By setting it as property you can tune the related beam group to your needs. Valid values: 0.0 - 1.0, do not exceed that range! A plastic deformation coefficient setting of 0.0 is close to the original beam behavior of RoR 0.36.2 (quite elastic). 1.0 is close to the maximum plastic deformation you were able to reach with the former experimental enable_advanced_deformation patch. Never use a break setting lower then a deform setting! This will result in a beam breaking instantly when it starts deforming!


    Set_beam_defaults_scale

    Requires
    0.37.92
    or later

    This is not a section, but a self-contained line that can be inserted anywhere in the truck file. It changes the scale of all following set_beam_defaults lines to a certain factor:

    • Springiness - Scale: 0-1
    • Damping constant - Scale: 0-1
    • Deformation threshold constant - Scale: 0-1
    • Breaking threshold constant - Scale: 0-1

    The default is all 1 for all arguments.

    set_beam_defaults_scale 1, 1, 1, 1

    Example that scales spring to 50%:

    set_beam_defaults_scale 0.5, 1, 1, 1

    Take note:

    • Unlike set_beam_defaults, you must always give all four arguments. Its not possible to leave some out.
    • Any set_beam_defaults line that is scaled will output a line to RoR.log saying "Due to using set_beam_defaults_scale, this set_beam_defaults was interpreted as ..."

    Set_node_defaults

    This is not a section, but a self-contained line that can be inserted anywhere in the truck file. It changes the nodes (including wheel and camera nodes) declared after this line. You can use this line many times to make different groups of nodes that have different characteristics (e.g. more grip for wheels, more surface drag for chassis nodes, etc.). The parameters comes on the same line, after set_node_defaults. Merged into RoR SVN Revision 746, it is available in the RoR-Stream/updater service as "use experimental" setting in the new installer service. You can use the first parameters (most useful) and safely ignore the last parameters. If they are not defined then default settings apply. The parameters are:

    • loadweight - The default loadweight mass applied to a node. Will be overridden by a per node definition (the option "l"). Adds loadweight to following nodes. Minimass calculation is unaffected The default value is 0.
    • friction - Coefficient to lower/raise friction of a node which alters its traction abilities. The default value is 1.0.
    • volume - Coefficient to lower/raise buoyancy of a node, this only applies when the node is in a fluid. The default value is 1.0.
    • surface - Coefficient to lower/raise the surface of a node, this only applies when the node is in a fluid*. The default value is 1.0.
    • options - Set any node-option property as default. You do not need to set the "l" property if a default loadweight is set.

    Important: Buoyancy volume and drag surface settings only have effect on fluids defined in groundmodels.cfg (mud definitions), so right now they do not work with the standard RoR Water.

    To use default values without having to type the numbers, use "-1" in each field. For example:

    set_node_defaults -1, -1, -1, -1

    Beware: Excessive friction, surface and volume will result in an unstable node/beam structure when driving in mud. If your wheels/truck explodes when driving from solid ground onto mud, lower the friction and/or volume setting. If a wheel cracks while in the mud, lower the volume and/or the surface setting.

    ; syntax is set_node_defaults loadweight, traction, buoyancy, surface
    ;mud tire example, unloaded, increased traction, higher buoyancy, higher drag surface and set to extra per node buoyancy
    set_node_defaults -1, 1.1, 5, 1.25, b
     
    ;chassis, loaded with 5 kg per node, reduced traction, no buoyancy, higher drag surface
    set_node_defaults 5, 0.5, 0, 2
     
    ; tracks example, high traction, low buoyancy, low surface, loaded with 50 kg per node
    set_node_defaults 50, 1.2, 0.3, 0.5
     
    ;steam boat paddlewheel, loaded with 75 kg per node, no traction, no buoyancy, high drag surface
    set_node_defaults 75, 0, 0, 3
     
    ;contactless with default settings
    set_node_defaults -1, -1, -1, -1, c

    The new "L" node option will help to understand and use set_node_defaults , "p" node option will boost fps even with tracked vehicles on slower computers. -> nodes

    Enable_advanced_deformation

    This is not a section, but a self-contained line that can be inserted anywhere in the truck file. It changes the general beams deformation physics.

    Use this only once per truck file, it's a general activation and setting of advanced beam physics . Its recommended to place the enable_advanced_deformation before the first beams section in your truck-file.


    Truck file syntax:

    enable_advanced_deformation

    This will remove any limit and thresholds from the set_beam_defaults processing. Its recommended to use it for the development of properly deforming flexbody node\beam structures.

    Rollon

    Enables collision between wheels and the contactable textured surfaces of a truck.

    rollon

    Contacters

    The contacters section lists the nodes that may contact with cab triangles. This concerns only contacts with other trucks or loads. You can easily omit this section at first.

    contacters
    34
    18
    20
    22
    24
    26
    28
    30
    32

    Gripnodes

    Unused. See Slide Nodes

    Ropes

    Ropes are special beams that have no compression strength (they can shorten easily) but have standard extension strength, like a cable or a chain. They have also another peculiarity: the second node can "grab" the nearest reachable ropable node with the 'O' key. Standard use is to use a chassis node as the first node, and a "free" node as the second node (free as in not attached by any other beam). The best example of this are the chains of the Multibennes truck.

    ropes
    ;order is important: root->end
    116,134
    130,136
    116,135
    130,137

    Fixes

    Fixes are nodes that are fixed in place. That means that once put in place in the terrain, they will never move, whatever happens. This is useful for making fixed scenery elements from beams, like bridges. Just add the node number that you want to fix.

    fixes
    2
    3
    12

    Minimass

    This sets the minimum node mass. Useful for very light vehicles with lots of nodes (e.g. small airplanes).

    (Tip: When using a very low minimass, i.e. below 10, you should use a low damping value in the Beam defaults in your beams section)

    minimass
    10.0

    Ties

    Ties are also special beams that have no compression strength (they can shorten easily) but have standard extension strength, like a cable or a chain. Like ropes, they grab the nearest reachable ropable node with the 'O' key. But there is a twist: unlike ropes, they disappear when not attached (because they have no extremity node at rest) and they automatically shorten until the extension forces reaches a threshold. They are very useful to solidly strap a load to a chassis. The parameters are:

    • The number of the root node (the starting point of the beam)
    • The maximum reach length
    • The rate of auto-shortening
    • The shortest length possible
    • The longest length possible (recommended you keep it as 1.0).
    • (optional) You can make a tie visible (default) with the n' option or invisible with the ioption
    • (optional) The force (in Newtons) when the ties stop to shorten. The default value is 12000.

    ties
    ;root, max len, rate, short, long (, flag, maxforce)
    58, 1.5, 0.5, 0.3, 1.0
    62, 1.5, 0.5, 0.3, 1.0
    59, 1.5, 0.5, 0.3, 1.0
    63, 1.5, 0.5, 0.3, 1.0, n, 5000

    Ropables

    This section lists the nodes that can be caught by ropes or ties. Good use is to define some ropable nodes at the front and back of the truck to allow towing the truck.

    ropables
    ; node-id, group, multilock
    0, 0, 0
    1, -1

    The group and multilock arguments are only available in RoR 0.36.3 and later.

    • Group:
      • Default: -1 = all groups.
    • Multilock:
      • 0=disable, 1=enable: This specifies if this ropable can be locked by many ties/ropes.

    Hookgroups

    Requires
    0.36.3
    or later
    This section adds support for multiple hooks and grouping. It is available in 0.36.3 and above.

    hookgroup
    ; node-id, group
    0, 0
    1, -1
    • group:
      • -1 = all groups

    Particles

    This enables/disables a particle cannon in the game (use the 'G' key).

    particles
    ;source, back reference, particle_system_name
    19, 5, tracks/particles/water1
    19, 5, tracks/particles/waterGreen
    16, 3, tracks/particles/water1
    16, 3, tracks/particles/waterRed
    (You can create your own particle. A template can be found in data/water.particle)

    Rigidifiers

    Requires
    0.35
    or later
    Rigidifiers enforce the relative angle of two interconnected beams. Say you have three nodes: a, b, c with two beams "ab" and "bc". This operator applied to a and b and c will have a similar effect of trussing with an "ac" beam, but it will work in any configuration, including if a and b and c are aligned. This operator can help a lot to do constructions that are hard to achieve by trussing, like landing gear, parts of cranes or support legs, and to keep a pair of beams aligned. Note that this operator is computationally expensive, and it should be used sparingly. Trussing with beams is comparatively cheap and should be preferred to this operator.
    rigidifiers
    ;node a, node b, node c, spring,    damping
     1,      2,      3,      1000000.0, 50000.0

    Torque Curve

    Requires
    0.36.2
    or later
    This allows you to assign predefined torque curves or your own custom curves to a truck. These torque curves affect the behavior of the engine of a truck. Predefined options are default, diesel, turbodiesel, gas, turbogas, wheelloader, compacttractor, tractor, and hydrostatic.

    Predefined Curve Example:

    torquecurve
    turbogas

    The first number is RPM where the power begins, and the second defines power as a percent of total torque.

    It's suitable to define the torque to the engine RPM set in the engine definition plus 25% ( multiply the value with 1.25) to get the overev area defined.

    The following example would be good for a maximum engine RPM set to 2800.

    Custom curve example:

    torquecurve
    0,0
    1000,0.79
    1500,0.9
    2000,0.97
    2500,0.99
    3000,0.9
    3500,0.77

    Engine dying in idle and first gear? Just define a single higher peak value where you want the engine to idle... like adding

    ...
    700, 0.2
    800, 0.6
    900, 0.4
    ...
    Example
    Example
    to the example above in the right spot will result the engine idle a little bit higher then 800 rpm in first gear.

    The example to the left shows a screenshot of a torquecurve made for a small diesel engine:

    Idle: ~600 RpM, Max @ 1900 RPM, slight and constant torque increase over the used RPM bandwidth, hard torque drop off in the over-rev area.


    Axles

    Requires
    0.36.2
    or later

    This section defines axles on a vehicle, allowing more accurate distribution of torque among the wheels.

    Sample axle section

    axles
    w1(1 2), w2(3 4), d(ol) ; axle 1
    w1(5 6), w2(7 8), d(l) ; axle 2

    The axle section introduces open differentials, and spooled (aka locked) differentials. By adding axles to your vehicle file you override the propulsed property for the tires. Only wheels connected to an axle are powered, if multiple axles are defined the axles are interconnected in a locked manner. If no axle section is defined the old model of equal power distribution is used. Because the axle sections looks up already defined wheels, it must be defined AFTER the wheels have been defined.

    The axle section is different from other sections in that it is broken into properties. Properties are not order dependent. Currently the available properties are:

    • w1(<node1> <node2>) - This defines which wheel the axle is attached to, <node1> and <node2> Refer to the node1 and node2 as defined in the wheel section
    • w2(<node1> <node2>) - Wheel 2, same as w1, this is the second wheel attached to the axle. w1 and w2 are interchangeable.
    • d(<list of diff types>) - Defines the available differential types for this axle. the list of axles is cycled through in the order specified, differential types maybe specified more than once. Each differential type is specified by a single letter, the letters are not to be separated by spaces or any other character. If no differentials are specified the axles will default to opened and locked.
      • Available differential types
        • o - open
        • l - locked
        • s - Split evenly (each wheel gets equal torque regardless of wheel speed)

    Rescuer

    rescuer

    This single keyword placed in the truck file will make the truck a rescuer, like the Scania Wrecker. These vehicles can be entered by pressing "R".

    Look & Feel

    Managedmaterials

    Requires
    0.36
    or later
    Managed materials helps you to use complex material effects (for example reflective materials like chromes, dynamic damage materials, bumpmapped materials) without having to deal with the technical complexity of writing a shader for Ogre3D. Rigs of Rods comes with a set of standard shader effects, and with the Managedmaterial section you can pick the effect you want and adapt it for your vehicle. The shader library will grow with time, so the set of effects available in this section will grow with time.

    The generic format of this section is :

    • Material name - the name of the material you are creating. You can use this material for any of your meshes (flexmeshes, props, etc.). This material name must not be defined anywhere else (for example in a .material file).
    • Effect name - the name of the effect you want to use. Valid names are defined below.
    • Effect parameters - a variable number of parameters, depending on the effect your are using. See below for the description.

    Do not use a comma to separate parameters in a managedmaterial section! Also, you must declare your managed material before they are used. That means that the managedmaterial section should come before the flexmesh, props, wheels, or any section that will use this material.

    Currently available effects:

    • flexmesh_standard - This effect defines an opaque, reflective and damageable material for flexmeshes. This will work only for flexmeshes! It takes 3 parameters:
    1. A standard texture name: this is the base, undamaged texture. (The diffuse map.)
    2. A damaged texture name (or "-" if no damage texture): Should be similar to the standard texture, but with damage.
    3. A specular map texture name (or "-" if no specular map texture): a greyscale image that maps the "shinyness" of the material, from dark for matte to white for chromed. Technically this isn't a specular map but a reflectivity map.
    • flexmesh_transparent - This effect defines a semi-transparent, reflective and damageable material for flexmeshes. This will work only for flexmeshes! It takes 3 parameters:
    1. A standard texture name: this is the base, undamaged texture. The alpha channel of this texture is used to define transparency. (The diffuse map.)
    2. A damaged texture name (or "-" if no damage texture): Should be similar to the standard texture, but with damage.
    3. A specular map texture name (or "-" if no specular map texture): A greyscale image that maps the "shinyness" of the material, from dark for matte to white for chromed. Again, technically this isn't a specular map but instead a reflectivity map.
    • mesh_standard - This effect defines an opaque, reflective material for any mesh (like wheel rims, props, etc.) It takes 2 parameters:
    1. a standard texture name: This is the base texture.
    2. a specular map texture name (or "-" if no specular map texture): A greyscale image that maps the "shinyness" of the material, from dark for matte to white for chromed.
    • mesh_transparent - This effect defines a semi-transparent, reflective material for any mesh (like wheel rims, props, etc.) It takes 2 parameters:
    1. a standard texture name: This is the base, undamaged texture. The alpha channel of this texture is used to define transparency.
    2. a specular map texture name (or "-" if no specular map texture): A greyscale image that maps the "shinyness" of the material, from dark for matte to white for chromed.

    Examples:

    managedmaterials
    ;new_material    effect               parameters...
    mytruck/mainbody flexmesh_standard    mytruckbody.png mytruckbody-dmg.png mytruckbody-spec.png
    mytruck/windows  flexmesh_transparent mytruckbody.png mytruckbody-dmg.png mytruckbody-spec.png
    mytruck/rims     mesh_standard        mytruckrims.png allshiny-spec.png

    A note about shaders for power-users: you can still use your own, non managed, Cg shaders by manually defining your .material, .program and .cg. Consult the Ogre3D documentation for more details. If you think you have made a good shader that can be helpful to other modders, submit it to the game authors (Thomas or Pricorde) for inclusion to the managedmaterial library of RoR.

    Set_managedmaterials_options

    Requires
    0.37.92
    or later

    This specifies options for all following managed material lines.

    ; set_managedmaterials_options doublesided
    set_managedmaterials_options 1

    Its options:

    • doublesided: 0 (single sided) or 1 (double sided). Determines if the mesh should be visible from both sides or not. For example you probably would want to enable double sided mode for the main body and disable it for the windscreen. Default: single sided (0)

    Flares

    Flares allow you to add lights to your truck. They work as light sources in OGRE and will illuminate other objects.

    See also: Flares Tutorial

    1. Reference Node
    2. X Coordinate
    3. Y Coordinate
    4. X Offset
    5. Y Offset - These define where the light flares will be. It is positioned relative to 3 nodes of the chassis. One node is the reference node, and the two others define a plane(x,y). So the flare is in the plane defined by the 3 nodes, and is placed relative to the reference node by adding a fraction of the distance between the reference node and either the X node or Y node. Thus the flare can be placed anywhere on the plane defined by the three nodes.
    6. Type field:
      1. f (default mode when not stated): Headlight.
      2. b : Brakelight.
      3. l : Left blinker.
      4. r : Right blinker.
      5. R : Reverse light (on when driving in R gear)
      6. u : User controlled light. (i.e. fog light) (see controlnumbers))
    7. Control Number - This determines how this light is switched on and off, if you chose a user controlled light. Valid user defined control numbers are 0-500. If you chose a non-user controlled light(i.e. brake light) you should put "-1" here.
    8. Blinkdelay - This defines how long the delay is between the light changes in milliseconds. A value of 500 means that the light is 500ms on and 500ms off. Use a value of "-1" to use the default value of 500ms. Use a value of 0 to create a non-blinking light.
    9. Size - This determines how big the flare will be. Reasonable values are between 0.1 and 5 (0.1 = 10% of default size). If the size is smaller then 0, then the flare will be independent of the camera angle. (So the flare does not get smaller when you move the camera)
    10. Material Name - This field determines what material should be used for the flare display. If you want to use the standard material, use default. Please note that there is not comma between the material name and the size argument. You can use tracks/aimflare to position your flare.

    flares
    ;RefNode,X,Y,OffsetX,OffsetY, Type, ControlNumber, BlinkDelay, size MaterialName
     
    ;example for a most default one:
    51,1,79, 0.23, 0.50, b, -1, 0, -1 default
     
    ;example for a custom brake light
    51,1,79, 0.23, 0.50, b, -1, 300, 0.2 myTruck/MyBrakeFlare
     
    ;example for a User controlled Fog Light (by light control-event 0)
    51,1,79, 0.23, 0.50, u, 0, 0, 0.3 myTruck/MyFogFlare

    Flares2

    Flares2 are the same as normal flares, except they add an offsetz argument inbetween:

    flares2
    ;RefNode,X,Y,OffsetX, OffsetY, OffsetZ, Type, ControlNumber, BlinkDelay, size MaterialName


    Materialflarebindings

    See also: Flares Tutorial
    This can bind a material to a flare, so that the material changes with the flare's on/off status.

    The format is as follows:

    • flare number: Counting starts from zero. Just count down your flares in the flares section to find the correct number.
    • material name: The material that you want to change. It must contain one technique, one pass and a special Texture Unit State (see below for an example)

    flares
    51,1,79, 0.23, 0.50, b, -1, 300, 0.2 myTruck/MyBrakeFlare
     
    materialflarebindings
    1, myBrakeMaterial

    The material must use an animated texture, as shown below:

    material myBrakeMaterial
    {
    	technique
    	{
    		pass
    		{
    			texture_unit
    			{
    				anim_texture truck_brake_material.png 2 0
    			}
    		}
    	}
    }
    

    Put the off-state of the brakelight into the file "truck_brake_material_0.png" and the on-state into "truck_brake_material_1.png". The 2 and 0 at the end should not be changed. This section should be after the flares section and before the props and flexbodies section in order for the lights to work properly.

    Props

    This allows you to "stick" any 3D mesh to a triangle of points of a truck. You can use it to stick air intakes, horns, seats, dashboard, bumpers, whatever to the truck. Note that there will be no collision detection with these objects. Like flares, they use a vector coordinate system instead of normal right-angle coordinates. Props are positioned relative to 3 nodes of the chassis: One node is the reference node, and the two others define a base (x,y). Props are positioned relative to the reference node by adding proportions of the vectors ref->X, ref->Y, with the normal being used as well .

    Please read this guide if you want to use high quality meshes: Mesh LODs.

    Parameters are:

    • Reference node - The base node, used to define the coordinate system
    • X node - The node that defines the X direction (this can be visualized as a line pointing from the reference node to this node)
    • Y node - The node that defines the Y direction (this can be visualized as a line pointing from the reference node to this node)
    • X offset - The amount the prop should be moved in the X direction from the reference node. The distance it is moved depends on the distance between the Reference node and the X direction node (it's proportional): (0) leaves the prop on the reference node, (1) moves it all the way to the X direction node, and (0.5) puts the prop half-way between the two
    • Y offset - The amount the prop should be moved in the Y direction from the reference node. Like the X direction offset, the amount it is proportional to the distance between the reference node and the Y direction node.
    • Z offset - Imagine a surface which the X and Y directions pass straight through. If looking along that surface is the forwards direction, then this field moves the prop straight up. Unlike the X direction offset and the Y direction offset, the amount for the straight up offset is measured in meters
    • X axis rotation - The amount the prop should be rotated about the X axis
    • Y axis rotation - The amount the prop should be rotated about the Y axis
    • Z axis rotation - The amount the prop should be rotated about the 'straight up' axis
    • Mesh name - The name of the Ogre3D mesh object used for the prop. Note that meshes with the name beginning with "dashboard", "leftmirror", "rightmirror", "seat", "beacon", "pale" and "spinprop" are reserved as they employ some magic to work. The first "seat" mesh is made translucent, so it should be the driver's seat. Please note that if you want to stick wheel meshes on a wheel, the third node has to be taken from one of the outer segments.

    props
    ;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh
    93,95,92, 0.50, 0.37, 0.0, 90, 0, 0, airintake.mesh

    Note:

    • The X offset and the Y offset should logically between 0 and 1, or if the body flexes too much the prop will not stick to the body correctly.
    • The coordinate system is actually really similar to 'normal coordinates', but it allows the angle between the two axes (ie. the angle between the X node, the Reference node, and the Y node) to be any value, not just 90 degrees. If that angle can be made to be 90 degrees, then the weird coordinate system will turn into 'normal coordinates'. This can be used to make prop placement easier.
    Special Props
    • Dashboard (To add a custom steering wheel to your dashboard.)
    Requires
    0.35
    or later
    ;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh dirwheelmesh x offset, y offset, z offset, rotation angle
     
    ; the default dirwheel would be:
    72,71,74, 0.50, 1.0, -0.05, 0, 0, 0, dashboard.mesh dirwheel.mesh -0.67, -0.61, 0.24
     
    ; an example for a custom one with 720 degree:
    72,71,74, 0.50, 1.0, -0.05, 0, 0, 0, dashboard.mesh seat.mesh -0.67, -0.51, 0.14, 720
     
    ; an example for a custom dashboard with custom wheel one with 200 degree:
    72,71,74, 0.50, 1.0, -0.05, 0, 0, 0, dashboard-test123.mesh seat.mesh -0.67, -0.51, 0.14, 200

    Here you can see the standard reference nodes, and offset for the dashboard. Then, there is the steering wheel mesh, and its offsets.

    Important: Your dashboard must be named like 'dashboard-something' in order to be detected as dashboard.

    • Beacon (to change the beacon's color and flare material)
    Requires
    0.35
    or later
    • If you want to use you own mesh as beacon it should be named beacon-<somename>.mesh, e.g. beacon-blue.mesh

    ;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh flareMaterialName colorRed, colorGreen, colorBlue
     
    ; the default beacon would be:
    19,73,16, 0.1, 0.1, 0, 90, 0, 0, beacon.mesh tracks/beaconflare 1, 0.5, 0
     
    ; the red beacon would be:
    19,73,16, 0.1, 0.1, 0, 90, 0, 0, beacon.mesh tracks/redbeaconflare 1, 0, 0
     
    ; example for a custom beacon:
    19,73,16, 0.1, 0.1, 0, 90, 0, 0, beacon.mesh tracks/greenflare 0, 1, 0

    The only difference between this and a standard beacon is the flarematerialname e.g. tracks/redbeaconflare which sets the color of the light, and the RGB value of the flash (The last three numbers), that sets the color of the light that is reflected from objects when the beacon lights them.

    Add_animation

    Requires
    0.37.68
    or later

    With this section you can animate your existing props related to game data or keypress events. Up to 10 rotations and offsets depending on different sources can be used on one prop.

    The parameters are:


    • ratio - A coefficient for the animation, prop degree if used with mode: rotation and propoffset if used with mode: offset.
    • option1 - The lower limit for the animation, remember to use a negative value when source can be negative (as in wheel steering.) Use 0 for both options to get default limits (Full circle rotation ( -180/+180°) or -10/+10 for offsets. Limits always apply to the props' spawning position.
    • option2 - Upper Limiter for movement, remember to use a positive value when source can be negative (as in wheel steering.). Use 0 for both options to get default limits ( Full circle rotation (-180/+180°) or -10/+10 for offsets. Limits always apply to the props' spawning position.
    • source: - A list of sources to use, it is recommended to use only 1 per add_animation line, though multiple sources are possible too.
    • mode: - A list of modes to use, multiple modes are valid
    • event: - An optional input, only needed for source: event. It determines the keypress event to catch for the animation


    source:
    • airspeed - This prop animates with the actual speed (not speedometer indicated speed) for any vehicle.
    • vvi - This prop animates with the vehicle's vertical velocity.
    • altimeter100k - This prop animates with the vehicle's altitude up to 100,000 feet.
    • altimeter10k - This prop animates with the vehicle's altitude up to 10,000 feet, at which point it will revert back to its original length.
    • altimeter1k - This prop animates with the vehicle's altitude up to 1,000 feet, at which point it will revert back to its original length. These three animators can be used to create altimeters with three needles or similar objects/
    • aoa - This prop animates with the dashboard's angle of attack.
    • flap - This prop animates with the flap setting on the vehicle.
    • airbrake - This prop animates with the airbrake setting on the vehicle.
    • roll - This prop animates with the vehicle's roll. It will flip at 180 degrees roll to -180 degrees roll. This option can be used for an automatic trim feature.
    • pitch - This prop animates with the vehicle's pitch. It will flip back at 180 degrees pitch to -180 degrees pitch. This option can be used for an automatic trim feature.
    • throttle1 - This prop animates with the throttle setting of an aircraft's first engine. This option can be used for thruster mechanics. Valid sources include throttle1, throttle2, etc. etc. up to throttle8.
    • rpm1 - This prop animates with the RPM of an aircraft's first engine. This option can be used for thruster mechanics. Valid sources include rpm1, rpm2, etc. etc. up to rpm8.
    • aerotorq1 - This prop animates with the torque of an aircraft's first engine. Note that this only works for propeller engines, because torque is not applicable to jets. Valid sources include aerotorq1, aerotorq2, etc. etc. up to aerotorq8.
    • aeropit1 - This prop animates with the pitch of an aircraft's first engine. Note that this only makes sense with propeller engines, pitch is not applicable to jets. Valid sources include aeropit1, aeropit2, etc. etc. up to aerotorq8.
    • aerostatus1 - This prop animates with the On/Off/Fire status of an aircraft's first engine. Valid sources include aerostatus1, aerostatus2, etc. etc. up to aerostatus8.
    • brakes - This prop animates with the vehicle's brake status.
    • accel - This prop animates with the vehicle's accelerator status.
    • clutch - This prop animates with the vehicle's clutch status.
    • speedo - This prop animates with the speedometer indication. It scales with the guisetting speedometer. (It is best to use it even if there is no custom overlay dashboard; it simplifies the adjustment a lot.)
    • tacho - This prop animates with the vehicle's RPM. It scales with guisetting tachometer. (It is best use it even if there is no custom overlay dashboard; simplifies the adjustment a lot.)
    • turbo - This prop animates with the vehicle's turbocharger PSI.
    • parking - This prop animates with the vehicle's parking brake status.
    • shifterman1 - H-shift left/right ( Reverse | 1-2 | 3-4 | 5-6...11-12 as positions, scales with engine settings (maxGear)
    • shifterman2 - H-shift forth/back animator Reverse-2-6-8-10-12 | 1-3-5-7-9-11 as psoitions
    • sequential - sequentiell shift ( i.e for tiptronic or wheel shift pedals), can be used for commands too ( no settable limits then )
    • shifterlin - for auto transmission animations or gearselect indicators ( special limits rules apply for this one, see below! )
    • torque - current engine torque
    • heading - This prop animates with the current heading of the truck.
    • difflock - This prop animates with the difflock status of the truck (It only works when differentials are present in the truck.)
    • rudderboat - This prop animates with the steering hydro on boats.
    • throttleboat- This prop animates with the throttle status on boats.
    • steeringwheel - This prop animates with the steering status for trucks.
    • aileron - This prop animates with the aileron status for airplanes.
    • elevator - This prop animates with the elevator status for airplanes.
    • rudderair - This prop animates with the rudder status for airplanes.
    • permanent - This is a permanent source, which is always active when you are in the truck.
    • event - A source triggered by a keypress, needs exactly one defined event.

    Specials: Limits do not apply for mode:sequential. In this case the options are the F-Keynumbers of the command-movement you want to catch. Option 0, 0 with mode:sequential provides a shift_up/shift_down animation for a sequential shifter. Look into the Examples.

    mode:
    • x-rotation - Rotate around the x-axis, in some cases special rules apply here see below (gimbal lock)
    • y-rotation - rotate around the y-axis, in some cases special rules apply here see below ( gimbal lock )
    • y-rotation - rotate around the y-axis, in some cases special rules apply here see below ( gimbal lock )
    • x-offset - offset along the x-axis
    • y-offset - offset along the x-axis
    • z-offset - offset along the x-axis
    • autoanimate - rotation or offset is applied as long as source is not 0. Usefull for driveshafts, fans, etc.
    • noflip - a prop will flip to the opposite limit when a limit is reached, with this mode it just stops at the set limit
    • bounce - a prop will flip to the opposite limit when a limit is reached, with this mode it just rebound at the set limit. Only usefull with mode: noflip
    • eventlock - will lock a toggled event in its current sttus, usefull for switches and staus levers. Only works with mode:event and a correct defined event:
    event:

    How to use:

    It's best to test is a prop that has no rotations or offsets set on a node triangle like this:

      n1, 0, 1, 0
      n2, 0, 1, 1
      n3, 0, 0, 0

    Add the add_animation line AFTER the prop in your prop section that you want to animate:

    Sources

    add_animation 200, 0, 0, source: steeringwheel, mode: x-rotation
    ;Prop now animated by steeringwheel input. 
    ;Refer to the '''source:''' list above for the different sources avail.
     
    add_animation 10, 1, 2, source: sequential, mode: y-rotation
    add_animation 10, 3, 4, source: sequential, mode: x-rotation
    ;a joystick animation related to F1-F4 ( look below for the GIMBAL LOCK issue!)
     
     
    add_animation 0.02, 1, 0, source: sequential, mode: y-offset
    ;button animation getting pressed on F1
     
    add_animation 10, 0, 0, source: sequential, mode: y-offset
    ;sequential shifter reacting to shift up/down

    Modes

    add_animation 145, 0, 0, source: airspeed, mode: x-rotation
    ;Airspeed indicator needle rotating x axis
     
    add_animation 145, 0, 0, source: airspeed, mode: y-rotation
    ;Airspeed indicator needle rotating y axis
     
    add_animation 145, 0, 0, source: airspeed, mode: z-offset
    ;Airspeed indicator sliding z axis
     
    add_animation -90, 0, 0, source: pitch , mode: y-rotation
    add_animation 180, 0, 0, source: roll, mode:x-rotation
    ;virtual attitude indicator (artificial horizon)( look below for the GIMBAL LOCK issue!)


    Events

    add_animation 45, 0, 0, source: event, mode: x-rotation, event: TRUCK_TOGGLE_CONTACT
    ;Prop will rotate 45° x-axis when the starter key is pressed.
    ;There is only one event allowed with '''mode:event'''
     
    add_animation 45, 0, 0, source:event, mode:x-rotation, eventlock, event:TRUCK_TOGGLE_CONTACT
    add_animation 45, 0, 0, source:event, mode:x-rotation, event:TRUCK_STARTER
    ;This rotates the prop related to ignition status and additional 45° when the starter is pressed
    ;It is valid to stack up to 10 animations of any kind to one single prop.


    Autoanimation

    add_animation 0.005, 0, 0, source: permanent, mode: x-offset, autoanimate
    ;It will animate the related prop on the x-offset
     
    add_animation -0.005, 0, 0, source: permanent, mode: x-offset, autoanimate
    ;Moving direction changed.
     
    add_animation -0.005, 0, 0, source: permanent, mode: x-offset, autoanimate, noflip
    ;Will stop now at the limit and not flip anymore. So now it just moves one direction and thats it.
     
    add_animation -0.005, 0, 0, source: permanent, mode: x-offset, autoanimate, noflip, bounce
    ;Will start moving left / right itself just according to the default limits
     
    add_animation -0.005, -5, 20, source: permanent, mode: x-offset, autoanimate, noflip, bounce
    ;Will start moving left / right itself just according to the user custom limits. 
    ;Keep in mind: for rotation and offset, first limits needs to be <=0  second >=0
    ;Limits are like prop offsets for offsets, default ( opt1=opt2=0) limit is +-10
     
    add_animation -0.005, 15, 20, source: permanent, mode: x-offset, autoanimate, noflip, bounce
    ;The prop will jump instantly at start and bounce between that limits, which might be a bit confusing.
     
    add_animation -0.005, 15, 20, source: permanent, mode: x-rotation, autoanimate
    ;Rotating instead of sliding. All the settings for offsets can be used with rotation too. 
    ;Limits are in degree for rotations, default ( opt1=opt2=0) limit is +-180° ( a full circle)

    GIMBAL LOCK To avoid axis corruption when rotating props: - Always place your prop with a y-rotation of 0 or 180°. If you need to align your prop in another way, rotate the mesh in your mesh-editor! To avoid axis corruption when rotating multiple props: - Use only the x and y axis together, skip z. If you need 3 axis rotation, do the z-axis with a n/b-rotator as the base for your prop definition nodes. Gimbal lock

    Flexbodies

    Requires
    0.36
    or 0.35 patch
    Flexbodies are pretty much the same as props. The only difference between them is that flexbodies deform. The first line of this section is exactly the same format as on the props section. As next, a line beginning with the word forset follows. Behind the word forset, you declare all nodes used for the deformation of the mesh (ranges are supported). These nodes should be outer nodes of the vehicle, those that are close to the mesh.

    You can declare several flexbodies. Each must be composed of the two lines (prop-like line and forset line). Note: It's important to keep an eye on the number of vertices of your meshes. Not that there is a hard limit, but beyond 10000 vertices there could be a noticeable slowdown. As reference: the Dodge mesh is about 4000 vertices.

    Please read this guide if you want to use high quality meshes: Mesh LODs.

    flexbodies
    ;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh
    3,4,19, 0, 0, 0.027, 90, 0, 90, dodgecharger.mesh
    forset 0-16, 23-24, 31, 54-125

    If you want to place your flexbody globally, declare -1 as the reference node.

    Please refer to this thread for more information.

    Submesh

    This last part defines the most visible part of the truck: the body. It will dress the chassis with solid triangles. You must define each body panel (a continuous almost-flat section) in a different submesh section, in order to have sharp body angles, and to simplify texturing. A submesh has two subsection: the texcoords, that places nodes of the submesh on the texture image (coordinates between 0.0 and 1.0) , and then the cab subsection, that draws the triangles, with triplets of node numbers. The nodes used in the cab subsection must be present in the texcoord subsection. The order in which the three points forming the triangles is given is important, as its winding defines in which direction it will be visible. The winding must be counterclockwise to be visible. There is an optional flag to the cab subsection:

    Most modern flexbodied trucks do not need a submesh section for visual purposes. However, the section is still required for collision to work.

    • If you add c to the triangle, this triangle will be a contact triangle that can contact with contacters nodes.
    • If you use b, this triangle will be part of a buoyant hull.
    • If you use D, this triangle will be both a contact triangle AND a buoyant hull part (combination of the b and c flags).
    • new flags (>=0.36a)
      • p: Makes the force required to pierce through the submesh triangle is ten times bigger.
      • u: Makes it impossible to pierce the submesh.
      • F: Same as p but also a boat hull.
      • S: Same as u but also a boat hull.

    mcreed has contributed a cool Texturing Tutorial that describes how to fill the submesh and cab parts of the truck file.

    When the tag "backmesh" is added, the triangles' backsides will be black instead of see-through.

    ;cabin top
    submesh
    texcoords
    75, 0.172, 0.334
    76, 0.172, 0.665
    77, 0.291, 0.334
    78, 0.291, 0.665
    cab
    75,76,78
    75,78,77
     
    ;cabin back
    submesh
    texcoords
    77, 0.291, 0.334
    78, 0.291, 0.665
    53, 0.422, 0.334
    54, 0.422, 0.665
    6, 0.422, 0.334
    8, 0.422, 0.665
    cab
    77,78,54
    77,54,53
    53,54,8,c
    53,8,6,c
    backmesh

    When making an invisible collision submesh for a flexbody vehicle, the "texcoords" section is not needed and should not be used.

    ;front bumper
    submesh
    cab
    126,121,127,c
    132,126,127,c
    133,132,127,c
    125,120,121,c
    126,125,121,c
    ...

    Exhausts

    This replaces the x or y node options. The factor parameter should be "1", because it is not used yet. The material should be "default" if no user-created one is made. (You could create your own particle emitter based on the default one: data/smoke.particle). Remember: The direction node is behind the ref node!

    exhausts
    ;ref node, direction node, factor material
    103, 99, 1 default
    105, 98, 1 default

    Sections

    sectionconfig 0 lowspeed
    sectionconfig 0 highspeed
     
    section 0 lowspeed
    engine
    1000.000000, 1500.000000, 5000.000000, 2.000000, 10.850000, 9.520000, 6.560000, 5.480000, 4.580000, 3.830000, 3.020000, 2.530000, 2.080000, 1.740000, 1.430000, 1.200000, 1.000000, -1.000000, 0.000000, 0.000000, 0.000000
    end_section
    section 0 highspeed
    engine
    1000.000000, 15000.000000, 5000.000000, 2.000000, 10.850000, 9.520000, 6.560000, 5.480000, 4.580000, 3.830000, 3.020000, 2.530000, 2.080000, 1.740000, 1.430000, 1.200000, 1.000000, -1.000000, 0.000000, 0.000000, 0.000000
    end_section
     
    section 0 highspeed lowspeed
    ;triggered with both
    end_section


    Guisettings

    By using this section you can set some parameters of the Truck GUI. This can be helpful if you're building a vehicle that has a relatively higher or lower speed than average.

    • tachoMaterial - The name of the tachometer face material. (must be defined in a material file). Default: tracks/Tacho
    • speedoMaterial - The name of the speedometer face material. (must be defined in a material file). Default: tracks/Speedo
    • speedoMax - The highest number that is on the speedometer. (values 10-32000) Speedometer needle goes from -140° to 140°. Default: 140 (kph)
    • useMaxRPM - Whether or not to use the max rpm (in the engine section) as the highest number on the tachometer. Note that your actual max rpm is MaxRPM+20%. Do not include the 20% on your tachometer or it will be inaccurate. Tachometer needle is from -120° to 120°. Default is 0 (off).
    • helpMaterial - The help material (a picture that shows command instructions). Default: tracks/black
    • (>0.36) interactiveOverviewMap - Enables/disables the activation of the interactive map for the truck. Possible arguments: off, simple, zoom.
    • (>0.36) debugBeams : enables certain beam/node debug options for the truck. Valid options:
      • node-numbers : displays labels with node numbers
      • beam-numbers : displays labels with beam numbers
      • node-and-beam-numbers : both node and beam ids
      • node-mass : node mass in kg
      • node-locked : node locked?
      • beam-compression : compression of the beam
      • beam-broken : displays if a beam is broken, if not, displays nothing
      • beam-stress : displays stress of a beam
      • beam-strength : displays strength of a beam
      • beam-hydros : displays hydro position
      • beam-commands : displays commands position

    For example (keyword<SPACE>value):

    guisettings
    tachoMaterial tracks/MyTacho
    speedoMaterial tracks/MySpeedo
    speedoMax 80
    useMaxRPM 1
    interactiveOverviewMap zoom

    Set_skeleton_settings

    This modifies the skeleton display of the truck.

    The format is:

    • set_skeleton_settings <float: sight-range(in meters)>, <float: beam diameter(in meters)>

    The default values are:

    set_skeleton_settings 150, 0.01
    (Beams visible from 150 meters away, beams are 1 centimeter in width.)

    For example:

    set_skeleton_settings 2000, 0.09
    will result in 2km sight range with 9 centimeter wide beams.

    Envmap

    This section is currently not used. It has no effect putting anything there. However, it may be used in future versions.

    Sounds

    Requires
    0.36
    or later
    Since version 0.36, vehicles can have custom sounds. By default, RoR uses a set of default sounds for your vehicle, but with the following sections you can customize these sounds.

    disabledefaultsounds

    Use this simple statement to disable all sounds that RoR automatically adds to your vehicle. This allows you to start from a clean slate, and add your custom sounds without interference from the automatically added sounds. Example :

    disabledefaultsounds

    soundsources

    Adds a sound source to your vehicle. In this section, you can add many sound sources defined as a node number (the place where your sound will com from), and a sound script name. Sound scripts are defined in soundscript files. You can use game-defined sound scripts or your own sound scripts. Example :

    soundsources
    23, my_diesel
    23, my_turbo
    135, tracks/default_horn
    Default

    This is a list of all default soundsources seperated by engine type

    This can be inserted in the file as is.

    Engine (Diesel)

    soundsources
     
    1, tracks/default_diesel
     
    1, tracks/default_force
     
    1, tracks/default_starter
     
    1, tracks/default_turbo
     
    1, tracks/default_air_purge
     
    1, tracks/default_horn
     
    1, tracks/default_pump
     
    1, tracks/default_screetch
     
    1, tracks/default_brakes
     
    1, tracks/default_parkbrakes
     
    1, tracks/default_air
     
    1, tracks/default_shift
     
    1, tracks/default_break
     
    1, tracks/default_creak
     
    1, tracks/default_gear_slide
     
    1, tracks/default_reverse_beep
     
    1, tracks/default_turn_signal
    Engine (Gasoline)

    soundsources
     
    1, tracks/default_car
     
    1, tracks/default_starter
     
    1, tracks/default_horn
     
    1, tracks/default_pump
     
    1, tracks/default_police
     
    1, tracks/default_screetch
     
    1, tracks/default_brakes
     
    1, tracks/default_parkbrakes
     
    1, tracks/default_shift
     
    1, tracks/default_break
     
    1, tracks/default_creak
     
    1, tracks/default_gear_slide
     
    1, tracks/default_turn_signal
     
    Airplane (Prop)

    soundsources
     
    1, tracks/default_turboprop_start1
     
    1, tracks/default_turboprop_lopower1
     
    1, tracks/default_turboprop_hipower1
     
    1, tracks/default_turboprop_start2
     
    1, tracks/default_turboprop_lopower2
     
    1, tracks/default_turboprop_hipower2
     
    1, tracks/default_turboprop_start3
     
    1, tracks/default_turboprop_lopower3
     
    1, tracks/default_turboprop_hipower3
     
    1, tracks/default_turboprop_start4
     
    1, tracks/default_turboprop_lopower4
     
    1, tracks/default_turboprop_hipower4
     
    1, tracks/default_turboprop_start5
     
    1, tracks/default_turboprop_lopower5
     
    1, tracks/default_turboprop_hipower5
     
    1, tracks/default_turboprop_start6
     
    1, tracks/default_turboprop_lopower6
     
    1, tracks/default_turboprop_hipower6
     
    1, tracks/default_turboprop_start7
     
    1, tracks/default_turboprop_lopower7
     
    1, tracks/default_turboprop_hipower7
     
    1, tracks/default_turboprop_start8
     
    1, tracks/default_turboprop_lopower8
     
    1, tracks/default_turboprop_hipower8
     
    Airplane (Jet)

    soundsources
     
    1, tracks/default_turbojet_start1
     
    1, tracks/default_turbojet_lopower1
     
    1, tracks/default_turbojet_hipower1
     
    1, tracks/default_turbojet_afterburner1
     
    1, tracks/default_turbojet_start2
     
    1, tracks/default_turbojet_lopower2
     
    1, tracks/default_turbojet_hipower2
     
    1, tracks/default_turbojet_afterburner2
     
    1, tracks/default_turbojet_start3
     
    1, tracks/default_turbojet_lopower3
     
    1, tracks/default_turbojet_hipower3
     
    1, tracks/default_turbojet_afterburner3
     
    1, tracks/default_turbojet_start4
     
    1, tracks/default_turbojet_lopower4
     
    1, tracks/default_turbojet_hipower4
     
    1, tracks/default_turbojet_afterburner4
     
    1, tracks/default_turbojet_start5
     
    1, tracks/default_turbojet_lopower5
     
    1, tracks/default_turbojet_hipower5
     
    1, tracks/default_turbojet_afterburner5
     
    1, tracks/default_turbojet_start6
     
    1, tracks/default_turbojet_lopower6
     
    1, tracks/default_turbojet_hipower6
     
    1, tracks/default_turbojet_afterburner6
     
    1, tracks/default_turbojet_start7
     
    1, tracks/default_turbojet_lopower7
     
    1, tracks/default_turbojet_hipower7
     
    1, tracks/default_turbojet_afterburner7
     
    1, tracks/default_turbojet_start8
     
    1, tracks/default_turbojet_lopower8
     
    1, tracks/default_turbojet_hipower8
     
    1, tracks/default_turbojet_afterburner8
    Airplane (Piston)

    soundsources
     
    1, tracks/default_pistonprop_start1
     
    1, tracks/default_pistonprop_lopower1
     
    1, tracks/default_pistonprop_hipower1
     
    1, tracks/default_pistonprop_start2
     
    1, tracks/default_pistonprop_lopower2
     
    1, tracks/default_pistonprop_hipower2
     
    1, tracks/default_pistonprop_start3
     
    1, tracks/default_pistonprop_lopower3
     
    1, tracks/default_pistonprop_hipower3
     
    1, tracks/default_pistonprop_start4
     
    1, tracks/default_pistonprop_lopower4
     
    1, tracks/default_pistonprop_hipower4
     
    1, tracks/default_pistonprop_lopower5
     
    1, tracks/default_pistonprop_hipower5
     
    1, tracks/default_pistonprop_lopower6
     
    1, tracks/default_pistonprop_hipower6
     
    1, tracks/default_pistonprop_lopower7
     
    1, tracks/default_pistonprop_hipower7
     
    1, tracks/default_pistonprop_lopower8
     
    1, tracks/default_pistonprop_hipower8
    Marine (Large)

    1, tracks/default_marine_large
    Marine (Small)

    1, tracks/default_marine_small

    Aircraft

    Wings

    Please see RoRBook/Wings for more information

    The wings parameters are:

    • A Front left down node number
    • B Front right down node number
    • C Front left up node number
    • D Front right up node number
    • E Back left down node number
    • F Back right down node number
    • G Back left up node number
    • H Back right up node number
    • Texture X coordinate of the front left of the wing: in the texture defined in "globals"
    • Texture Y coordinate of the front left of the wing: in the texture defined in "globals"
    • Texture X coordinate of the front right of the wing: in the texture defined in "globals"
    • Texture Y coordinate of the front right of the wing: in the texture defined in "globals"
    • Texture X coordinate of the back left of the wing: in the texture defined in "globals"
    • Texture Y coordinate of the back left of the wing: in the texture defined in "globals"
    • Texture X coordinate of the back right of the wing: in the texture defined in "globals"
    • Texture Y coordinate of the back right of the wing: in the texture defined in "globals"
    • Type of control surface: see below
    • Relative chord point at which starts the control surface (between 0.0 and 1.0)
    • Minimum deflection of the control surface: in degrees (negative deflection)
    • Maximum deflection of the control surface: in degree (positive deflection)
    • Airfoil file to use
    • coefficent (optional) Default is 1.0 (100%), setting any other positive number increases or decrease overall wing efficacy. Useful for precision flight characteristics tuning.

    The type of control surface is set by a single character, and defines how the control surface will move depending on pilot inputs. Available control surface types are:

    • n = None
    • a = Right aileron
    • b = Left aileron
    • f = Flap
    • e = Elevator
    • r = Rudder
    • S = Stabilator with right hand axis (full body elevator), useful for e.g. a Mig25
    • T = Stabilator with left hand axis (full body elevator), useful for e.g. a Mig25
    Requires
    0.36
    or later
    • c = Right elevon (right aileron + elevator), useful for e.g. Concorde
    • d = Left elevon (left aileron + elevator), useful for e.g. Concorde
    • g = Right flaperon (right aileron + flap)
    • h = Left flaperon (left aileron + flap)
    • U = Taileron with right hand axis (full body elevator+aileron), useful for e.g. a F-15
    • V = Taileron with left hand axis (full body elevator+aileron), useful for e.g. a F-15
    • i = Right ruddervator (rudder + elevator), useful for V-tails like the Bonanza
    • j = Left ruddervator (rudder + elevator), useful for V-tails like the Bonanza

    wings
    ;main wing 
    28,22,29,23,18,20,19,21, 0.509, 0.999, 0.555, 0.751, 0.752, 0.999, 0.752, 0.751, a, 0.75, -24, 24, NACA64.1.412.afl
    ; this wing is force efficacy reduced to 50%
    26,28,27,29,16,18,17,19, 0.804, 0.711, 0.818, 0.617, 0.999, 0.711, 0.999, 0.617, f, 0.75, -30, 0, NACA64.1.412.afl 0.75
    ; this wing is force efficacy upgraded to 300% ( equals 3 wings of the same type )
    90,26,25,27,14,16,15,17, 0.783, 0.844, 0.804, 0.711, 0.999, 0.844, 0.999, 0.711, f, 0.75, -30, 0, NACA64.3.618.afl 3.0
     0,90,24,25, 4,14,13,15, 0.764, 0.933, 0.784, 0.844, 0.999, 0.933, 0.999, 0.844, f, 0.75, -30, 0, NACA64.3.618.afl
     2, 0,46,24, 6, 4,12,13, 0.756, 0.999, 0.764, 0.933, 0.999, 0.999, 0.999, 0.933, n, 1.0, 0, 0, NACA0009.afl
    44, 2,45,46,30, 6,31,12, 0.783, 0.844, 0.764, 0.933, 0.999, 0.844, 0.999, 0.933, f, 0.75, -30, 0, NACA64.3.618.afl
    42,44,43,45,32,30,33,31, 0.804, 0.711, 0.783, 0.844, 0.999, 0.711, 0.999, 0.844, f, 0.75, -30, 0, NACA64.3.618.afl
    40,42,41,43,34,32,35,33, 0.818, 0.617, 0.804, 0.711, 0.999, 0.617, 0.999, 0.711, f, 0.75, -30, 0, NACA64.1.412.afl
    38,40,39,41,36,34,37,35, 0.555, 0.751, 0.509, 0.999, 0.752, 0.751, 0.752, 0.999, b, 0.75, -24, 24, NACA64.1.412.afl
    ;rudder
    101,107,102,108,103,109,104,110, 0.017, 0.746, 0.087, 0.492, 0.262, 0.746, 0.204, 0.492, r, 0.56, -35, 35, NACA0009.afl
    99,101,100,102,105,103,106,104, 0.017, 0.999, 0.132, 0.747, 0.262, 0.999, 0.253, 0.747, n, 1.0, 0, 0, NACA0009.afl
    ;elevators
    144,154,146,155,142,152,105,153, 0.763, 0.457, 0.840, 0.244, 0.999, 0.457, 0.983, 0.244, e, 0.64, -33, 33, NACA0009.afl
    145,144,147,146,143,142,106,105, 0.756, 0.999, 0.764, 0.933, 0.999, 0.999, 0.999, 0.933, n, 1.0, 0, 0, NACA0009.afl
    150,145,151,147,148,143,149,106, 0.840, 0.244, 0.763, 0.457, 0.983, 0.244, 0.999, 0.457, e, 0.64, -33, 33, NACA0009.afl


    Special wing formats to reduce node/beam count and CPU load:

    (Use at own risk!)

    All examples lines refer to the node notation sample picture above. 'A' means Node A from that schematic diagram.
    They work, no idea if they produce more or less lift then a wing with defined thickness. Only use them for invisible wings with meshed props/flexbodies for the visual appearance and with a transparent material, skinning them results in an ugly visual appearance.
    • Flarewing using 2 nodes

    For precise aviation flare placement you can use a wing defined with only 2 nodes. It has no aerodynamic influence at all It has an extremely low node/beam count -- Vital: Needs to be placed as first wing in the wings section. Use the NACA0009.afl as the airfoil.

    wings
    A,B,A,B,A,B,A,B,0,0,0,0,0,0,0,0,n,0,0,0, NACA0009.afl
    • Trim or main wing using 3 nodes

    -- Defines a wing using only 3 nodes. -- Placing this wing first in the wing section results in the aviation flares appearing on the nodes A,B ( red/green ) and E (white flash). -- Works horizontally and vertically. (As on the tail.) -- Low node/beam count wing for self built flaps, ailerons, elevators or trimwings, very easy to animate with a single hydro. -- Can be used with any active control surface and any afl-format -- Known Issues: Sometimes vertical tailfin wings work only one direction. If RoR crashes exchange node A and B with each other.

    wings
    A,B,A,B,E,E,E,E,0,0,0,0,0,0,0,0,n,0,0,0, NACA0009.afl
    • Trim or main wing using 4 nodes

    -- Defines a wing using only 4 nodes. -- Placed first in the wing section results in the aviation flares appearing on the nodes A,B (red/green) and E,F(white flash) -- Works horizontally and vertically (As on the tail.) -- Low node/beam count wing for main wings -- Can be used with any active control surface and any afl-format. --- Known Issues: sometimes vertical tailfin wings work only one direction. If RoR crashes exchange node A,B and E,F with each other

    wings
    A,B,A,B,E,F,E,F,0,0,0,0,0,0,0,0,n,0,0,0, NACA0009.afl

    Airbrakes

    Requires
    0.35
    or later
    Airbrakes are a moving panel used to slow down an airplane (key bindings: "3" and "4"). They are positioned similarly to "props", with noderef, nodex, nodey, offsetx, offsety, offsetz. nodea is an additional node to make the braking forces symmetric (they are applied to noderef, nodex, nodey and nodea). Width and length define the dimension of the panel, and max angle the maximum inclination angle. Then comes two texture coordinates which apply to the main texture of the vehicle. These airbrakes can be easily added to a wing box, with noderef, nodex, nodey and nodea being the four upper nodes of a box.
    airbrakes
    ; noderef, nodex, nodey, nodea, offsetx, offsety, offsetz, width, length, max angle, texcord x1, texcoord y1, texcoord x2, texcoord y2
    95, 105, 113, 125, 0.2, 0.0, 0.0, 2.0, 3.0, 60.0, 0.044, 0.205, 0.124, 0.146

    Turboprops

    The turboprops section defines the turboprop engines, and makes the truck a plane! It is important that this section comes AFTER the props section, because you will need to add a 'spinprop.mesh' entry to the props before turboiprops will work. One pale.mesh per propeller blade can also be aded for visible blades. Easy, eh? Each prop blade is associated to a blade tip node, and you must ensure the blade nodes are correctly interconnected with beams so it will spin freely around its axis, while maintaining a rigid prop disc. See how the Antonov is made. Parameters are:

    • Reference node number (center of the prop)
    • Prop axis node number (back of the prop)
    • Blade 1 tip node number
    • Blade 2 tip node number
    • Blade 3 tip node number
    • Blade 4 tip node number
    • Power of the turbine (in kW)
    • Airfoil of the blades

    turboprops
    122,173,174,175,176,177, 3000.0, Clark-Y.afl
    113,168,169,170,171,172, 3000.0, Clark-Y.afl
    116,158,159,160,161,162, 3000.0, Clark-Y.afl
    119,163,164,165,166,167, 3000.0, Clark-Y.afl

    Fusedrag

    The fusedrag section helps the correct modeling of the fuselage contribution to the aerodynamic drag of a plane. It also makes possible the "masking" of the aerodynamic contribution of an object loaded inside the plane. It models the fuselage as a big wing section, with an airfoil (usually a symmetrical airfoil like NACA0009). Fusedrag can also be used in road vehicles to aid top speed. The parameters are:

    • Number of the front-most node of the fuselage
    • Number of the rear-most node of the fuselage
    • Approximate width of the fuselage
    • Airfoil name

    fusedrag
    131, 51, 4.0, NACA0009.afl

    Turbojets

    Requires
    0.35
    or later
    Defines a turbojet. Parameters are:
    • nodefront - A node at the air intake.
    • nodeback - A node at the base of the nozzle.
    • nodeside - A node at the side of the engine, for reference.
    • is_reversable - Unused.
    • dry thrust - The thrust without afterburner (in kilonewtons).
    • wet thrust - The total thrust with afterburner, or zero if it does not apply.
    • front diameter - Unused.
    • back diameter - The nozzle diameter.
    • nozzle length - The length of the nozzle. This will automatically add a nozzle prop at the end of the engine, with the diameter and length specified.

    turbojets
    ;nodefront, nodeback, nodeside, is_reversable, dry_thrust(kN), wet_thrust(kN), front_diameter, back_diameter, nozzle_length
    272,        273,      277,      0,             73.5,           100.1,          1.2,            1.66,          0.73
    274,        275,      276,      0,             73.5,           100.1,          1.2,            1.66,          0.73

    Pistonprops

    pistonprops
    ;ref, back, p1, p2, p3, p4, couplenode, power, pitch, propfoil
    122,173,174,175,176,177, -1, 3000.0, -10, Clark-Y.afl
    113,168,169,170,171,172, -1, 3000.0, -10, Clark-Y.afl
    116,158,159,160,161,162, -1, 3000.0, -10, Clark-Y.afl
    119,163,164,165,166,167, -1, 3000.0, -10, Clark-Y.afl

    Boats

    Screwprops

    Screwprops are boats' propellers. As of RoR 0.31, the definition of this section is not stabilized, and is bound to change as the propeller model will improve. Currently, steering is only done by thrust vectoring. The current format is prop node, back node, top node, power.

    screwprops
    ;prop node,back node,top node,power
    88,93,91,100000.0
    89,92,90,100000.0

    New

    Slide Node Sections

    Slide Nodes
    Requires
    0.36.3
    or later

    Slide nodes are a simple constraining mechanism that greatly simplifies some mechanical structures, and makes some previously impossible mechanics possible.

    What is are slide nodes? The simple constraining of a node to a beam gives the appearance that the node is stuck to beam but can freely slide back and forth

    The syntax is straight forward

    slidenodes
    ;id, node id list
    1, 7, 8, 9, 10

    The first number is the ID of the node that acts as the slide node. The list of number after the first number is the beam list, this is the id if the nodes forming a rail the node can slide on. This list must be a series of beam that are connected in that order. In the example above the beams are defined by 7, 8, 9, 10. This mean that a beam must exist between nodes 7 and 8, a beam between 8 and 9, a beam and a beam between 9 and 10.

    After the beam list comes the options, these options are specified with a numerical designator followed by a value, they are not order dependant but MUST come at the end of the line.

    Options:

    • Spring Rate (s): Force that holds the node to the rail (default: 9000000)
    • Break Force (b): Force at which the node will seperate from the rail (default: infinity, ie never)
    • Tolerence (t): Distance from the rail before rail forces are applied to the node (default 0)

    slidenodes
    ;id, node id list
    1, 7, 8, 9, 10, s9000, b10000, t0.1,

    more info: http://forum.rigsofrods.com/index.php?topic=23005.msg248986#msg248986

    Rail Groups
    Requires
    0.36.3
    or later

    This section allows the creation of rails that slide nodes can slide on without having to associate it with a specific rail. These would be used for rails that would be attached to by other vehicles

    the syntax

    railgroups
    ;id, node id list
    1, 7, 8, 9, 10
     
    slidenodes
    ;id, node id list
    1, g1

    To create a looped rail group, simply make the last node of the list the same as the first node of the list. Please note that all segments must have beams defined.

    railgroups
    ;id, node id list
    1, 7, 8, 9, 10, 7
     
    slidenodes
    ;id, node id list
    1, g1

    Undocumented

    slidenode_connect_instantly
     
    set_collision_range 0.02

    set_collision_range is 0.02 as default value, and defines the maximum range (2 cm) around a truck's collision triangles that collisions start to happen. By increasing it, for example to 0.04, penetrations become a lot more difficult.

    Deprecated

    Globeams

    This section is very special and should not be used for most designs. It was created to make the bridge. It allows you to alter the default mechanical and visual beam properties. The parameters are: default stress at which beams deforms (in Newtons), default stress at which beams break, default beams diameter (in meter), default beams material. This section is deprecated and should not be used for truck designs. Use the more powerful set_beam_defaults instead.

    globeams
    500000, 1000000, 0.5, tracks/beam

    Truck File Format Verification

    To ensure that your .truck or .load format is correct you can use the RoR Truck Format Tester

    See Also

    Proposed Description File Sections


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