Posts made by DeadWanderer
posted in MudRunner - General Discussion read more

@8up-local said in Rock crawling fer days:

@blueice so many people underestimate the capabilities of the stock vehicles so much. nice to see you or anyone also pushing the stockers beyond what people "think" they can do. lol

Hey, me too doing 375-barrel as scout-crawler! šŸ™‚

I'm not doing screenshots much, but I have some to share.
My topic: when your "winch-un" skill is on "reflexes" levels
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posted in MudRunner - General Discussion read more

@grubdumpling said in Mudrunner USA:

This is a sim. I don't spend a lot of time on the farm sim boards but racing in mudrunner is about as suitable as asking for vehicular combat in farm17.

I'm not denying, in OldTires while trucks were limited to 30 km/h, it has fun makeshift rally races. It was not about "how fast you driving trucks", but "how good are you at keeping up speed/momentum" or "how long you will stay on those 200 L". And when loaded "blue crap" B130 is outrunning your empty 4320 or 255 this was treated as offensive as flipping bird at you.

In MR that not the case, because of revamped muds and dirts and also revamped truck's performance. But still - getting anywhere on pre-ridge 968m was an achievement on it's own. I've got once this chat:

ā€” (me, upon meeting another player from woods) I've came to cheer up on you!
ā€” (co-op player, struggling on C-tier truck on soft as mash road) - you and your f'ng car...

So, when I feeling like it, I'm "racing" as in "trying to outrun" on weaker vehicles or under heavier loads.

posted in MudRunner - General Discussion read more

Something I came up with recently.
Gameplay/Modes:

  • Make "Kiosk"("white")/"Scavenge"("black") modes for maps switchable like "casual"/"hardcore" modes.
    Official maps has few kiosks (log spawn points) across the map. For "classic" mode RNGesus chooses at least one or few (but never more than half of them) sites as "active" individually for each player or collectively. That forces player to adapt for new routes and prevents playing specific map the same way all over again.
    "Scavenge" mode enables all kiosk sites, but behave as in usual "scavenge mode" mechanics.
    For example "Ridge" map in "white" mode disables all sites except two on each small island and there player is has choice of what he want to deliver. Another session will have two points some where at south etc.
    Same goes for, like, "Island" map - the difference that not all sites would be active. It will be either near 2nd garage or northernmost site etc.
    "Casual" auto-load areas may or may not be present on map, but "scavenge" will force disabling the area regardless of difficulty mode. Or said area will autoload only specific types of cargo.

  • Gameplay/vecicles:
    "Autonomus" mode for carts. The purpose is to make all carts "accessible" by any incompatible vehicle. Currently loaded with lumber like on long logs cart or complex "medium cart with crane" also counts.
    Any owned cart by player may be parked in "autonomus" mode, that allow use it without being attached. How do I see it works: cart works in advanced mode only and only if owner is connected via winch to cart's special port (lets say it has blue color). When owner get connected to cart, it behave as "attached" with visible options like repair or fuel. Any pull or exiting "advanced" will release winch. All carts must be attached to compatible truck to be refilled, since autorefill on garage won't work in "advanced" and due to latter, "refill"/"unload" menu won't show anyway.
    "Lumber" carts allow to pack/drop load without needing to be attached to compatible truck.
    "Utility" carts can share it's points within usual circle around "active" vehicle.
    "Garage" will have to have special option to "unpack" garage points if "main" vehicle and/or cart is within "garage" area.
    While this feature won't see much usage on "official" maps, since they are that simple, this highly likely wanted on custom maps, which some has ridiculous amount of mills and dedicated logistics are being too much pain.
    Also, this gives options for mappers to drop "mobile" and/or "finite" cache of supplies without spawning dedicated for this purpose truck.
    Semis may also count, but i'd like to limit this to carts only.

posted in MudRunner - General Discussion read more

Game caches only one session, but don't save multiplayer games. If played anywhere else - your "coop" cache is lost. If you decide to join to your friend's cached game with your own lost - you will start at defaults but with saved progress from friend's game.

posted in MudRunner - General Discussion read more

@unster I did understand you, It's just me, who is rather bad at human language šŸ™‚

You see, switching gears is not instant move, it has delay time to switch (like in RL - disconnecting gear with clutch, change gear, connect with clutch). While time window is indeed short it is enough to kill any momentum when torque is not applied. Especially on steep slopes and bogs, where truck meet a considerable drag.

And yeah, at least pre-"ridge" "auto" gear did behave like that, but I observed that on 65115 with heavy load. It just didn't hit too low thresholds for dropping down to 1st gear, but again, pre-"ridge" "auto" was going sequental when losing momentum.

posted in MudRunner - General Discussion read more

@unster said in list of wanted features / bugfixes:

@deadwanderer
I would concur that in the mud, the auto-downshift to 1 is a non-issue, even desirable. But on dry roads, especially paved, it's a pain because you lose all your momentum. The automatic should be intelligent enough to pick the right gear (maybe in the code they should account for the surface type).

I'll cite myself:

But then I noticed that trucks on dirt roads run just slightly faster on their top 5/5 gear (15-20 km/h) than 1+ gear (solid 15 km/h) but less steady and more likely to lose speed when dirt ahead is getting softer.

And I was talking about stock non-mod C-trucks, but likely apply to other trucks. I can't rememer the source, but in ST (and I believe it's still in MR) "1+" gear has some power boost.
Also, I'd like to know how do you manage to fail keeping momentum on "especially paved" roads, that it need to downshift (specify truck, load and places). Yes, it was the case for pre-"ridge" zaz-968m, which didn't had enough power to speed up at 5th gear on asphalt ring at "crossing" (high-RPM 4th gear was actually faster).
Game uses "engine tension" and thresholds mechanic. Lower speed thresholds are often coinside with lower gears speeds and it's most likely you lost/need lots of power to speed up from 10 km/h threshold (10 km/h is top speed for most vehicles for "1" gear)

And again, if you yhink that simple script is to dumb to choose you desired gear, I'd suggest you to get gaming gearbox with up to 9 gears.

And that's lead to another feature:
Game/interface:

  • If possible for "gamepads" - add buttons for sequentally shift gearup, down and to 1st, neutral. (keyboards have lots of buttons to begin with)
posted in MudRunner - General Discussion read more

@unster said in list of wanted features / bugfixes:

  • the automatic that always downshifts all the way to first gear

I dunno how much different trucks' performance between casual and HC modes, so I speak from HC experience.
As much I've observed speeds and grips on various surfaces, current "auto" gear (drops straight to 1st gear regardless) is best solution as of current state of game.
At first, me too complained that sequentally switching gears is wasting time and killing momentum and that "it should be better at switching to needed gear when not enough momentum to keep up". But then I noticed that trucks on dirt roads run just slightly faster on their top 5/5 gear (15-20 km/h) than 1+ gear (solid 15 km/h) but less steady and more likely to lose speed when dirt ahead is getting softer. And when 1+ is losing it's power, you switch to same 1st gear, because at 1st gear you'll get wheels spinning no matter what. Currently "auto" is more likely to catch up because it won't waste time and momentum on sequentally switching to most powerful gear, which being the 1st gear anyway. Besides, when wheels start spinning in soft dirt, even at 1 gear with full throttle tires will slip, so you'd want to go much slower than nominally 1st gear.
If you wanna do some advanced control over power and grip - I'd suggest you to acquire appropriate gaming gear with dedicated gearbox.

  • wheels poking through mud guards or truck bed, especially on the B-66 & K-700. On the B-66 it's almost constant & hard to watch in an otherwise real nice looking game

About B66 - it's carriage is for B130. IRL, Gaz-66 has own truck bed with wheel arcs.

***=Off topic***

posted in MudRunner - General Discussion read more

@grubdumpling I think that's for "diversity" purpose - to prevent having "same trucks" on grid, but since C260 is more "modern" among C2XX series it has access to medium log cart. Yet, it's still up in the air that it's deliberate or not about latter's inability to attach carts to "short" loader.

Back to features.
Game/vehicles:

  • C65115 while being "hidden" and complete underdog at bog crawling before "ridge" update was still useful truck as it had short logs crane, it was used as dedicated "crane loader" at cramped places (K700 required lots of space to maneuver with cargo carrier) or "just truck to leave there".
    After update said crane was removed and it's role as "last resort truck" is limited to utility and log carrier for paved roads, which aren't good reasons to touch it at all - as carrier it won't pick it's higher speeds under load and as utility it lacks off-road capabilities.
  • B-6a would enjoy role as loader either via front loader like 700's or 180 degree rear "crane" loader. (as seen in similar tractor mods).
  • In general, I'm all about that every vehicle would deliver logs and supports in one way or another, even if it mean fetching 1 point at a time via lightweight carts and small roof carriages. This may spawn another type of challenge - while you can squeze through any woods on that 3151 with packed roof it becomes very top heavy and thus, unstable.
    Or these cars would just carry other cargo types.
posted in MudRunner - General Discussion read more

Menu/Interface:

  • Lobby details - A bit more than just map name and player count; game mode (HC/casual), force map type (see if it's kiosk/scavenge, low priority), list of mods if any and possibility to see names of absent mods.
  • Favorite truck/map - appear at the top of grid; "favoriting" by right click etc.
  • Asking for some detailed truck's stats is pointless since mods quite often get ridiculous stats. That's low priority if implementation possible.
  • in-game chat got too low.

Game/Vehicles:

  • D-538 is too weak for pulling any carts
  • Give some vehicles more utility via addons. For example B66 is capable to do more than being big 2-star "scout jeep".
  • "Auto" gear, while tweaked to be more powerful, is still sequentally shifts down to 1 if current gear can't pull anymore. May be something like tweaking thresholds or shifting more gears down may help this. Scrath that - didn't noticed that it just straight drop to 1, skipping all that sequence. I'm not using "auto" that often.

Game/Interface:

  • Make some cockpit gauges visible for 3rd pefson view (speed, tacho) and vice versa (damage, fuel consumption for cabin view).
  • WInch quick release button.

Game/Props, Foliage

  • some trees and branches refuse to break after applying enough force but with somewhat lacking mass. For example: heavy 4-axles chew the "valley" fallen trees with impunity even at crawl speed while most part of 6x6s are struggling to break and getting stuck but after backing a bit the tree will break.
  • same goes to little spruces that can sustain 90 degree bent at groung but not break and that tension is strong enough to capsize truck when released. Sometimes they are refuse to break no matter what.

Misc/

  • ability to drop in launched game/ visible and joinable "in-game" lobbies if not set as "friends only". Currently you can do that but either via invite or connecting through friend.

That's all that I came up with at the moment.

posted in MudRunner - General Discussion read more
  1. I like the idea of "comm. wheel". There is strong language barrier in-game or typing will stall truck in difficult trail, so quick chat/voice menu would be great help at quickly delivering message.

  2. Already implemented, but limited: you can choose whatever you want, but host is decide what mods will be used and even host is limited by 8 mods total. If anyone is alowed to use whatever they want - either you will deal with truckload of mods, that'll certainly cripple game's performance or just enjoy watching player's "ghost truck" without proper interaction.

  3. Metric tonnes of that content is present at game's Steam workshop (PC), both maps and "pickups".

posted in MudRunner - General Discussion read more

Pay attention to button hints at screen's bottom, if it's enabled.
You have to hold "select" button ("A" for Xbox or Xinput compatible gamepad) when in "crane opeating" mode. The very same button you pressed to start operating crane.

posted in MudRunner - General Discussion read more

@8up-local 1) they're breakable within "packing boxes";
2) add "building bridge" mechanic - just like loading logs, but over gap and "packing" will build a bridge

posted in MudRunner - General Discussion read more

@grubdumpling Seconding on 1967deuce. Both has all kinds of "common" obstacles and are flexible in planning your route. (though Downhill is rather limmited in "delivery" phase, but everything else is good for practicing).

I'd also recommend the "Coast" (the old ST version), but current "Seashore" got some nasty places to stuck, where even best C-tiers having trouble to get over it so it require prior knowledge of map to avoid said places.

posted in MudRunner - General Discussion read more

Actually "scavenge" sites were in editor long before this update - some WS maps has both black('scavenge") and white("spawn") kiosks prior "Ridge" update. It was matter of time to implement that.
off-topic:
Speaking of exploring map. Recent update tweaked wheels and gearboxes. Guess what? ZAZ-968m now can actually get over 4th gear and even keep 30 km/h uphill on asphalt road there. And if avoid laying branches, it fun to drive on those ridges. Too bad, they removed loader from 65115.

posted in MudRunner - General Discussion read more

challenge accepted. Gimme an hour or two to free disk space and record it.
inb4: it's possible to get B6a and c256 from starting point to garage location,
BUT on their own chasis and without those "doghouses".

A-tiers are rather luck based, due to floating in streams with stalled engine and very few shallow enough waters.
It was possible to get "on other side" with b130 back in OldTires by placing it in slot with utility semitrailer - added weight on rear axle with available diff. lock and "not so thick" water were great help in getting over that. In MR B130 is on it's own chasis, without diff. lock.

Edit 04, summary: I've actually managed to cross waters on stripped B130. Must be "Ridge" update's wheel tweaks. C256 had more struggle than usual, but also reached north island with 2 randoms. B6A has been decently plowing through until I've failed at some point. Had to edit that out primarily because YouTube and my browser had hard time uploading raw material and I did better in another video anyways.
Proof B130, C256
Successful B-6a attempt. This is latter video, after a dozen of retries, because tractor is either drowned thanks to engine in it's asscenter of mass and turned over on fallen trees also due said center of mass.
Proof B-6a

posted in MudRunner - General Discussion read more

How about making loose logs in carriage breakable? Second - slightly lower log grip in carriage. "Proprerly packed" logs ain't breaking 'cause "stress is distributed evenly and won't break that easily" (the "batch" is unbreakable like it is now). Second is for when on move, loose log is more likely to slip away. To counter this - hold sticks with crane, but too much force will break log (similar to diff lock stress mechanic on HC mode or any other fallen tree that breaks under vehicle's weight), too low - log, will slip anyways due to not enough grip.
Also slap the "engine tension" mechanic to loose logs to determine chances of logs breaking due to rough driving. Basically all logs have engine's tacho and "throttle" set to certain value plus regen rate ("acceleration"). Game detecting stress applied to logs (bumps, scratching) and adds some "stress" on said "log tacho" with multiplier comparable to truck's/cart's speed that lowers value on "log tacho". When resulting "stress" is reached red a.k.a. "stalling engine" levels - log receive damage and gets small multiplier to "shock" power. This way careful driving will not harm logs, lots and/or continuous small bumps will not let restore "log tacho" and sticks will slowly degrade until they eventually break. When "log tacho" reach "stall" threshold - log will break regardless of accumulated damage multipliers, but damaged log will break faster than "intact" one.

posted in MudRunner - Bug Reports read more

@joridiculous said in Launching game without mods (Steam):

@deadwanderer The problem is in the map The Badlands.

https://forums.focus-home.com/topic/6557/bug-found-with-logs-on-trucks-solved

But still. I have plans to do some "clean" recorded runs without mods but not "unsubscribing" either. The solutions for OldTires was keeping separate pirated copy, but I don't really want to do that with MR.

posted in MudRunner - General Discussion read more

I presume that US pack will be a DLC to current game, so everything should at least a bit fit together. So far we have that "worn and aging soviet ex-military" design. You simply can't put those tons of shiny chrome together with beaten khaki Ural and consider it nice and sweet. šŸ™‚

About "too obsolete and too modern" trucks.
Did li'l research: we have 65111, 65115 and 7429. These been and still in production since no earlier than 90's (nineties) and are civilian by default. 432010 is mid 90s revision of 4320, with last being around 80s.
Oshkosh HEMTT been in service since 1982, so if we have to "have" this 8x8 as ex-military, I'd like to see it early versions.
So if you want some "ancient as mammoth shit" truck - M35, mentioned below is designed in 1944. WWII era, Carl.

I don't know and care about 'murrican wheels in general (well, by not being american), but it's confirmed and unless I see vehicles from list below, I'm not interested:
4x4 Scout: early HMMWV (specifically M988) or, if too "modern", M151 MUTT
6x6 Workhorse: M35
Heavy 8x8 tractor: M977 HEMTT