I always thought it was Oovee's fault back in the day but it's clear now that Pavel just isn't interested in expanding the game to our liking. It's fair enough I guess, it's his creation and he has a different vision than we have. I'd hate to be a console player
They wouldn't invite members of the public to come and play a beta at a 'manager's conference' would they?!
I'd be disappointed if we don't get to see any gameplay footage from the event. The development rate suggests that we're gonna be getting spintires v3.0 rather than a 'new' game, I have mixed feelings about this tbh but it would be nice to have some sort of confirmation of the direction they're taking.
Thank you @Kingpinn and @MudHappy for your help Unfortunately my modding knowledge doesn't go beyond xml coding so if the meshes don't convert these ways I hit a dead end, which means I've only been successful 4 out of 20 times
I've come across a couple of problems which I'd like to ask advice for here if that's ok? The first is an issue I've had is with the Land Rover Discovery '98. It appears the weight transfer is reversed so when you accelerate the front end compresses and when you brake the rear end compresses. Can this be solved with xml editing or is it a problem with the mesh or part of? I never used this vehicle in oldtires so maybe it's an error on the part of the modder and has always been there.
Second is an issue with the steering wheel which I've noticed on some other people's conversions as well. When I turn the steering wheel the engine revs up! The vehicles I have this problem with already have a turning steering wheel, I've located the commands under constraints and if I delete that whole constraint then the issue is solved, but the steering wheel no longer turns. Is there a way to remove the issue but keep the turning wheel? I don't actually know how to create a turning steering wheel where there isn't one so I've still got a lot to learn I think!!
I think 220 was suspected as the right figure because it matches one of the other D class vehicles, and they have the same engine in real life.
I've changed mine to 220 and I don't think it's too OP. I don't really directly compare it to a K-700, more like a cross between a D and a K with positives and negatives from both.
@Unster I don't think of it in terms of realism because the game is too basic in how it simulates vehicle physics. I go mainly by how it feels when driving it rather than whether certain stats in the xml make logical sense or not.
I don't have a clue about the real machines either but I'd imagine the 538 would be a lot faster than a K-700 because its designed for a different purpose. The way st simulates means that if it's more powerful then it will tow a lot better as well, when really there's a lot more to it like diff and gearing settings that we don't have in the xml. A decent C class can tow just as much weight as the K for example.
I won't pay for this unless it's heavily supplemented by actual game development. I'm not asking for things like weather or tracked vehicles (I've already given up expecting bigger features like these), just a continual improvement of the game and bug fixes, with more clarity in the changes log and overall much better communication. I'm not knocking Focus or the mods here but there seems to be a big chasm between developer and publisher.
I seriously doubt that's gonna happen unfortunately, the cash cow will be milked until the udders are dry and chapped. I will wait for the change log and initial reaction but I predict sometime during sep/oct my in-game username will mysteriously change to CODEX. I feel like I've paid enough twice over tbh
@Sodoma this is the Mudrunner 2 Wishlist Thread, and that's the Spintires Mudrunner Wishlist Thread haha
I don't mind if MR2 goes in a traily or trucky direction, I will likely buy and enjoy it either way. I hope it's still as accessible to modding as the current game, and that the main focus of development is on improving the havok engine
I suspect the blade is just for show, the larger branches are actually attached to the ground and pivot at the point where they attach. I remember reading it's like that because having them loose caused issues where they would get pushed by the truck's wheels, rather than just driving over it.
I've also attempted to move mud with a blade on a mod and it really doesn't work. So it will only work if they've made a lot of changes to the mud and branches, which I think is unlikely.
@SmarOneNine Androscoggin is great, as are all your trails!
Re logging, I'd love it if every map maker put at least one lumber mill on their maps, along with a watchpoint and a locked garage, so that I could 'complete' the map and have it coloured in the selection screen. Even if it was made easy with everything right in front of the start location for those who can't be bothered would be fine, but personally I like to have have targets to aim for.
It's very hard to get reliable information about Soviet manufacturers in English, which sucks! I find it interesting how things were done behind the other side of the iron curtain, and how they adapted to the fall of communism and the adoption of capitalism (especially non-russian factories like KrAZ and MAZ). I don't know if you're still about @Stazco I wish I had seen this thread earlier!
I haven't looked at the new stuff yet but iirc you can't add AW attachments to other vehicles and you can't add russian/other attachments to the AW vehicles. Since AW something outside of the xml is dictating what you can do with some addons and vehicles.
A workaround is to copy the addon xml and rename it, I did this with all the AW addons so I could experiment with them on other vehicles. Add the new names to the strings and the only difference is there are two of every addon on the AW trucks (or change the installsockets etc as well).
You could even delete the originals but this would mean trucks spawn on maps without the intended addon attached so it's not really worth it imo. I think it all works with the trucks as well but again renaming the file means it won't spawn on maps and making a copy will just be a separate truck rather than a replacement.