Rigs of rods race car mod
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These crashes sometimes even force your wheel to turn in a certain direction, affecting the steering even more.The Alleged Car: Sometimes a car can survive a minor crash and keep going (albeit with affected steering).But since Rigs of Rods is open-source and licensed under the GPL, its development is continued by its community. Several developers have moved on from Rigs of Rods to create a Spiritual Successor, the non-free, closed-source, Windows-only payware game BeamNG.drive. The game can be downloaded here while a repository of usermade vehicles, maps and props can be found here. Originally, the game was an off-road truck simulator (hence why cars and other non-trucks are still referred as a "truck" vehicle in the game files, not to mention the abundance of off-road vehicles) until it hosted regular cars, buses, even cranes, soon followed by aircraft, rail vehicles and boats. The game makes use of "advanced soft body physics" which means a use of so called beams and nodes to make up a vehicle which can bend, deform and break from collisions. that would help out alot.Rigs of Rods is a free, open-source and cross-platform vehicle simulation with no actual objectives except for the races that some maps allow for. Or even some scripts that may help me with my project. If anyone that knows of tutorials either on unity that I haven't found for on youtube please let me know. I'm just not sure if having dirt particles to simulate dirt will slow down frame rates. Also I was even thinking of adding particles to the track that will simulate dirt being pushed off the track and will create a cushion (dirt build up) which then as the track drys the cars will then lean on the cushion to keep the car going fast. I did see that there is a material physics that can be used so the grip level can be changed but is it possible to add a script that will wear as the cars slide over it and depending on how many cars with depend on how fast the track goes from wet to dry. If you are familiar with Dirt racing you would know speedway tracks start off wet, with grip (tacky) and as the cars race on it the cars push the dirt off and get the track to a slick (dry) surface and depending on the race it can even take on rubber. everyone knows how dirt is different to pavement. The last thing I'm looking at, at the moment is how to add track physics. I would like to add tire flex and deformation (if possible(maybe skin physics could do that)).
![rigs of rods race car mod rigs of rods race car mod](https://i.ytimg.com/vi/hnNHpCSS65M/maxresdefault.jpg)
Also back to the wheels, because of the sport there are different rim offsets and the material used is aluminium and that flexes due to offset I need to workout how to add that plus the tires. adding weight to the driver and when the player moves the drivers position it also moves the weight (which I maybe able to use rigidbody for). There are other stuff that I need to find such as fuel adding weight to the car and the movement of it to add to the handling of the car and as the fuel gets used and it takes weight off the car and also how the fuel moves within the fuel tank. So I maybe able to put that into the car for downforce but, I'm still trying to find some where that will allow for side wind force (Yaw force) such as the car sliding into the corner and the sprintcar wing pulling the car down on the left rear and how to animate the top wing so the players can pull the wing back while racing to tight the car up and how to implement that with the physics script. I have found a post on the unity forum in reguarding aero physics with people making airplane games. But I haven't found anything yet about tire wear and how to add it into unity with scripting. I'm thinking if the engine can be done with the animation curve so can the shock absorbers and even the tire grips. So far I have looked at the physics with the vehicles engine curves which I found it can be done with the animation curve. So because of that I want to change my mod into a racing Simulator game with Unity 3d. I've made a mod for Rfactor1 and those whom know Rfactor1 it has its limitations on what it can do, even though it is a good engine. I'm looking at making a Dirt Speedway Simulator game, Mainly sprintcars I'm a newbie to Unity and I've been doing research, some lessons and also played around with unity to see how it works and how I can get it to work with the game I want to produce.