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Showing content with the highest reputation since 06/02/2020 in all areas

  1. 6 points
    Hello comrades, Before I go into the nitty-gritty details of the v1.5.0 update, I'd like to announce that the free Vehicle Pack DLC is now available on Steam! It contains a bunch of trucks and for the first time in Spintires officially, a tractor! So let's go into a bit more detail about each vehicle: C-509 This truck was built primarily for one purpose, and that's to haul massive logs or trailers. Surprisingly, despite the fact it only a four-wheeler, it's a capable truck, likely down to the fact it has AWD, lifted suspension and it's sharing the same diesel powerplant found in the C-4320. B-500 The little sister of the C-509 you could say. Suited for more civilized terrain, but still capable offroad nonetheless, especially when equipt with offroad tires on the rear. This truck has more attachments available than its bigger sister, so with it, you can unlock garages or offer repair points to your comrades etc. B-431510 Its title is a bit of a mouthful, but you guessed it, it shares its roots with the B-130. That said, don't let that fool you into thinking that it's going to get stuck in every rut. With its extended chassis, it's able to creep across the landscape with ease. B-80 It's like the "Little engine that could", well, could almost. It's only RWD, so don't expect miracles from her offroad. That said, it has a bunch of attachments including a front loader that you can use to load up the farm trailer that also included in this pack. Also, in the pack, you'll find three new trailer types! V1.5.0 Update Together with the Vehicle Pack, we have also pushed out the v1.5.0 update. The significant change in this update is the ability to save multiplayer progress so you and your fellow comrades can pick up where you left off! It is also now possible to unlock vehicles on the map for other players, meaning even if you didn't unlock a particular truck on the map, another player can go get it for you and then you can then jump into that vehicle regardless (teamwork)! Additionally; work on improving the appearance of Spintires was done with the goal of providing more vibrant, true-to-life colours! Hopefully, you'll agree that the game looks much better now. Stick around next week for a special DLC announcement! Changelog: Added / New - Multiplayer game saving ability. See notes below. - In multiplayer, players can unlock vehicles for other players. - Button to kick players off an MP lobby. - New truck selection menu, with searchbox, alphabetical sorting, and interactive preview (with right click drag). - Support for non-latin characters in MP lobby chat. - Forward kinematics bones (allow bones not linked to physics to be driven by user input). Improvements / Adjustments - MP trucks revert to ghost state less often. - Removed MP truck underglow. - Added scrollbar on map selection menu. - Removed the ingame workshop browser. - Improved LUT/Media.xml configurations for brighter graphics and vibrant colours. - Sort garage list alphabetically (with trailers at the bottom of the list regardless). Fixes - Fixed a crash when joining an MP lobby that uses a map that is not installed. It is no longer possible to join such lobbies. - Fixed non-stop suspension creaks when suspension travel is 0. - Fixed handbrake dragging sound that was triggered by wheels not even connected to a handbrake. - Fixed game compass still visible under minimap overlay. - Fixed various random crashes happening during physics interactions. - Fixed brightness & contrast calibration tools. Notes - Each member of a multiplayer game has its own save. - Resuming a game does not require all members from the previous session to be present. - All members present when resuming a game need to have their save. - Starting or joining another multiplayer game will overwrite your multiplayer save for that map, and you will not be able to join players resuming from the save you just lost. - Starting new games in singleplayer will not affect multiplayer saves.
  2. 4 points
    Spintires Plus v13 has been released. This is a compatibility update with game v1.5.1. Other notes: AlternateTruckMenu has been removed, which means SelectStartupAddons is no longer usable. As I said earlier, sorry, I don't have the strength to rewrite this for the new truck menu. AlternateMapMenu has been removed, since v1.5.0 finally added a scrollbar to the map menu making this feature no longer vital. The above 2 mean that ST+ no longer has custom menus, thus AntTweakBar is no longer needed. That's why there is no AntTweakBar.dll anymore. HavokBufferSize has been removed, if the absence of this option causes crashes then it's an issue with the game and should thus be fixed in the base game. Plus it's a lot easier to fix in the base game than from ST+. TrailerLoadFix has been removed, since the base game now allows to load unaligned full trailers.
  3. 4 points
    v 1.5.1 has now been pushed to Steam. Improvements - B-80 more exhaust smoke. - B-80 front/rear suspension tweaks. - Tweaks to steering speeds across all VP DLC vehicles. Fixes - Fixed collision boxes of remote vehicles not always following trucks in MP and violently flailing around. - Fixed game not starting with VP DLC installed. - Fixed missing tail lamp textures on trailer 817 tent. - Fixed large flare sizes at night. - Fixed trailers spawning in ground. - Fixed 431510 roof marker lights not being properly rooted to parent frame. - Repackaged DLC .zip files to store rather than compress to prevent long loading times and stutters.
  4. 3 points
    Thanks for finally acknowledging the issue. A good first step. What does the business gain? There are no guarantees, but as I've said before, ST has a chance here to compete in realism with bigger games like SR (that has more content but still somewhat arcady mechanics). How many ST players or would-be players would appreciate it? I don't know. I know I would. Other players who play hardcore would too I'm pretty sure. A good DLC to update the mud physics for would have been the Canyons, which introduced the mighty looking E-167 but which turned out to be rather useless. I understand Havok is a big part of the engine, but I don't believe that's the core of the issue. SR and MR use Havoc too, yet don't have this particular problem. I believe it's how SubstanceFriction is applied in this game that's the core of the problem. It's not as significant a factor as it should be. From my experimentation, even in mud it's Friction that appears to be the dominant factor. And since Friction is most likely set higher for road tires, that would explain why they perform better in mud than offroad tires.
  5. 2 points
    Hi, I found that it is possible to attach winch to the locked truck. I think there are 2 solutions for that 1. do not allow to attach winch to the locked truck. 2. Unlock truck when winch is attached to. Thanks
  6. 2 points
    Dear off-roaders, It gives us great pleasure to announce that we have collaborated with SHERP to bring you an officially licensed DLC for Spintires arriving in July. SHERP is a manufacturing company of the unique SHERP all-terrain vehicles with impressive functionality. SHERP's are reliable and low-maintenance vehicles created to work in extreme operational conditions. Geologists, oil workers, fishers, hunters, thrill-seekers and discoverers have already been using these all-terrain vehicles for work and overcoming the wild. Unique features: Its max. speed is 40 km/h; it climbs over obstacles as high as 1 meter and a gradient up to 35 degrees; it easily overcomes stone fields, sand, mud, fallen trees, it moves on the ice and in the water; it floats and gets out of the water onto the ice. SHERP is the result of 20 years of ATV construction experience: the best components, reliable solutions and real operating experience in challenging terrains. The SHERP "Ural Challenge" DLC for Spintires will feature the SHERP 4x4 ATV and SHERP the ARK 10x10 ATV. It will also include a highly detailed map closely inspired by Yugyd Va National Park in the Ural Mountains area, offering the perfect environment for these incredible machines. To portray the SHERP ATVs abilities in Spintires as best we can, we've added a bunch of new functionalities to the game, including amphibious vehicle support but stay tuned over the coming weeks to learn more about this DLC and what it contains!
  7. 2 points
    +1 on that. B-66 needs some TLC (2 attachements mutually excluding + cart? It is a joke!), B-131 also, C-4320 and C-255 also need to become less generic. However, I hope for the best.
  8. 2 points
    The highway/all-terrain tires remain much too capable in the mud. It's a long-standing issue. Makes real offroad tires kind of pointless.
  9. 2 points
    Little feedback from me, then. I love the idea of introducing more vehicles, and I can't stress how happy I am with the selection we got here. B-class, yet capable lorries, with their own pros and cons. I am also pleased with performance of RWD vehicles - it is good to be able to have a sensible reason to choose B-class RWD over C-class all-rounder or even B-class AWD. For me (I'm saying only regarding this DLC selection) we have good, balanced mix, and it encourages to expand our options. It is in my opinion great idea for multiplayer, where we can start fo fulfill different roles more smoothly. Well, at least it is nice step into this direction. I am also happy to see civilian selection of trailers and flatbed attachements. I raised this point many times and I am happy to see this idea implemented. Current selection of those is also to my liking. Multiplayer save absence was pretty off-putting - harder maps on hardcore demanded few hours of interrupted attention and zero connection issues to finish. I am sure that now I will happily dive into multiplayer. To do list (in my opinion): After this nice DLC, C-6520 and C-6522 should use some recolored add-ons or maybe new selection. After all they are unique class on their own terms. Rebalancing B-131 a bit would also be nice idea (it is somewhat less capable than competiton right now). Adding light crane to Zil family would be nice (they used them IRL, but they were limited - could load only short logs for example), but it is a bit wishlist right now. Point is - new content is very nice, older one should be updated a bit. However, this comes naturally with new stuff being introduced, and said stuff itself is good. Regarding bugs - there are some text strings missing (loading new trailers with logs on Proving Grounds), but I played just short time, so this caught my eye. Overall, I like ideas introduced, I like the content and the thought behind it. Thank you. P.S. I love how flatbeds and other attachements vary in colour to match each lorry. And the 30/1202 warning plate appearing on the front of B-500 when tanker is selected? Simply outstanding, like the bucket dangling from the hook of new Zil tanker, propane tanks and barrels moving ever so slightly... even padlock on container doors! It makes every vehicle unique and charismatic. I am fan of these tiny little details, and I can't wait to see this level of fidelity applied to previous lorries.
  10. 1 point
  11. 1 point
    Thank you, I've merged this with our Git repo and will be pushed with next update.
  12. 1 point
    Thank you kindly! If I will happen to stumble upon some more problems, I will let know on the spot.
  13. 1 point
    Thanks, we addressed two major issues fairly quickly - we are looking into the others.
  14. 1 point
    Hi, thank you Oovee and keep up the good work :))
  15. 1 point
    It is... interesting. At first glance it seems somewhat out of theme, to me at least. However, I won't jump into any conclusions, because it is not right or wrong per se. I am more interested in the thought and concept behind this new DLC as well as new functionalities, rather than in vehicle itself right now. Maybe during upcoming news SHERP will grow on me, right now I don't have any particular opinion about this choice. However, when it was mentioned in 1.5.0 topic, that some terrain interaction will be ironed out for new type of vehicle coming with special DLC, I was betting on either baloon wheels or treads. I hope to know more in the near future. I must also admit, that quietly I was hoping for screw-driven amphibious Zil-2906 or Zil-4904. Now that would be somethig! But hey, maybe next time!
  16. 1 point
    Will you address the issue with mud friction that's been present in ST for a long time to make this and other vehicles perform as they should? As cool as a Sherp may be, if we get better mud performance from a RWD truck or a scout with highway tires, then this Sherp will be as useful as the E-167 or B-80, i.e. not at all.
  17. 1 point
    That MP Save feature is a great enhancement to the game! Good job to finally made it reel!
  18. 1 point
    There are a lot of things I feel are important and this is one of them but we are a small team and this is a business. Commercially, what does the business gain from rewriting the entire mud system? If it gets changed, it’ll be because of a requirement in a DLC. An upcoming DLC has already required there to be some “alternative solutions” for wheel interactions. Regardless, as and when, we do make small improvements here and there anyway. The biggest issue is Havok Physics but we can’t change that because it’s completely intertwined in the entire game engine code.
  19. 1 point
    It's been raised several times, but I never got the sense that it was important to Zane. Rather I get the feeling it's low-priority or he may even disagree that it's an issue. But look at it yourself. For example that new tractor. It gets stuck in mud immediately. You'll get better mud performance from the B-130. That doesn't make much sense now, does it. I have to say until this incorrect traction is fixed, I don't really find the game fun, no matter how many vehicles and maps get introduced.
  20. 1 point
    Summary:- Handful of gameplay ideas. Type:- Gameplay. Description:- Below is list of few ideas, that could improve gameplay diversity. They are simple concepts, ment to add some variation, while not being overcomplicated at the same time. Below every position I also put existing mechanics that can be of use and further potential use for every idea. I'm writing them in one post to avoid spam. 1. Engine temperature. This one is pretty simple. Engine would have some temperature spectrum. After startup, it could idle for a while to reach its optimal value. Few factors (being cold, climbing an incline, prolonged high RPM, heavy load), would make temperature rise. Overheating would lead to coolant boil and damage. Damaged lorry could boil faster. Idling engine turning it off for short time would set parameters to normal. Fording also could help to cool down. Mechanics: same as with overheating the differential locks. Also, damage model already has steam effect included, so it could trigger, when radiator is overheated. HUD would require some indicator - gauge, bar or simply "engine" tab changing colour, same as diff-locks. Further use: Engine temperature could make steep terrain more challenging. Also, if there will be maps in winter settings, it could play major role, especially for diesel engined vehicles. 2. Unlocking fuel stations. Also simple idea - some stations could be locked, and would require some amount of fuel to unlock it. This way fuel itself would recieve some more focus, fulfilling same role as garage points or lumber, and bringing some diversity to the gameplay. Mechanics: same as with garage points - certain amount of goods delivered opens the station. 3. Locked garage system tweak. This idea expands the concept of star-system. After unlocking, garage can service (change attachements and conduct repairs) vehicles up to 2 stars. More garage points is required to expand the operation for 3, 4 or 5 star vehicles. Ratio really doesn't matter, but it could be 4 more points for every star up. There should be limitation, that we can't spawn garage parts and give them to the same garage. Starting point could be either totally unlocked, or also would require garage parts carried from other source, like spawning trailers or so on. Mechanics: modified existing quantity-trigger relation. Further use: In multiplayer unlocking the garage to certain level would be very useful and would put some stress on teamwork. 4. "One truck challenge (or something like that)" - idea for game mode. Maps are usually littered with lorries. However, instead of collecting vehicles, we could work our way to spawn them. "Currency" would be garage parts delivered, right amount of those would give us desired lorry. This way we would have request system rather than treasure hunt. Instead of starting vehicle, there would be no other on the map. This could be separate mode, disregarding difficulty level. It could remedy situation when 4 players can start with 3 vehicles each (Plains is good example), and still collect some more. Teamwork focus here is obvious. It could be nice coupled with garage service level from the previous point. Now, with the MP finally having saves, I think more emphasis should be put on having new, challenging modes. This could be one of them. 5. Fuel diversity. Since we have now nice selection of vehicles powered by both petrol and diesel engine, it could be nice to make dedicated fuel. Some attachements (barrels, multi-compartment cisterns) could carrry both of them (proportion up to max. capacity), while others could carry only one type of fuel at time. Lorry could, of course, be filled only with dedicated fuel. Mechanics: Instead of "Fuel" on the HUD, there would be "Petrol" or "Diesel". Attachements that can carry both kinds of fuel would operate on the same principle as those, that can carry both fuel and repair parts. 7. Multiplayer tweaks. Since not only maps have star limit, but also rooster positions (2 star + 4 star, 2 + 2 and so on), it would be nice to allow players to choose trucks on their own, within limit set by default or by host for example. Also, raising the number of lumber points and garage points would be nice. Right now it is same as for single player, and it is barely a challenge for the 3 or 4 players, especially if they start with numerous vehicles. Maybe the limits should go up with every player, e.g. +2 points per person (so 6 garage and 10 lumber for 2 players, 8/12 for 3 and so on). Benefits:- More diverse gameplay, but operation on simple solutions, usually already implemented in the game itself. Engine heating would add another dimension to vehicle operations. Unlockable fuel stations would put some more stress on planning, as well as fuel separation. Garage "levels" would make some difference in maintaining and equipping various vehicles. Game mode with spawnable lorries could be nice option, especially for multiplayer, when players can start with tons of equipement. Multiplayer is now more viable due to saves, so it will be used more frequently. Option to choose own vehicles and scaling the requirements would be nice touch. Drawbacks & Potential Solutions:- Probably none. References:-
  21. 1 point
    For most features, yes, and yes I have started working on this, albeit reluctantly. A forewarner though, the AlternateMapMenu, AlternateTruckMenu, and thus the possibility to select startup addons & trailers will be removed. I just don't have the strength to redo them from near scratch while developing the game the rest of the week. HavokBufferSize will also be removed but if the absence of this feature causes problems, report them as game bugs.
  22. 1 point
    Couldn't have said it better myself. I'd like to add that along with improving the detail on previous trucks I'd like to see refinements to the few inconsistencies between trucks, physics, and other things. I think polishing the existing parts of the game is the best way (currently) to make the game as fun as possible.
  23. 1 point
    Hi, I used B 80 with trailer in canyons map. While I got from garage on the hill (not the start garage but this one, where C 431 is located) to the log station, tractor consumed 80 % of fuel. I think it is too much. B 80 should have 3.63 tones and motor 4.75L 60 KW K 700 should have 13 tones and motor 15L let's say 238 kw (I don't know which variant devs choose) 1 . For both fuel consumption is the same in casual and hardcore game mode - I am not sure it is on purpose or it is bug, because C 255 have smaller fuel consumption in casual mode. 2. On test distance (map river 235 m long path from garage to the direction of B130 truck) B 80 consumed 11 L of fuel and K 700 consumed 17 L of fuel. I think fuel consumption of B80 should be smaller due smaller weight and motor size. Thanks
  24. 1 point
    Hello! (Screenshot 1) I have not seen that reported so I just want to let you know that various text strings are broken in French, for the achievements. All special characters are broken (like é, è, ê, ô...). I don't know how the localization of achievements is handled in Spintires (a file inside game files or Steam?) but changing file encoding from unicode to utf-8 do the trick generally. I'm nearly sure it's that kind of problem. Otherwise, the rest looks good. (Screenshot 2) Also, I spotted a missing string. Look at bottom left, the word "always" should be translated as "toujours" (or "tjrs" if you need to write it the short way for the UI). Have a nice day!
  25. 1 point
    Hi, Please take a look at image, on C 255 with new trailer 5245D wood from C255 intersect with trailer. It doesn't look real. With old trailer it looks good. I think in that case cargo on truck should be shorter to do not intersect trailer. Thanks
  26. 1 point
    Hello Oovee and everyone! Thank you for the wonderful game! After playing the game non-stop for a month, here is my idea: Summary:- expert mode, for map replayability Type:- game mode/interface Description:- Allows you to choose the starting point (Garage1, Garage2, etc.), and all trucks on the map (uses the same interface as for starting trucks (default truck -> replacement truck)). This mode unlocks for each map separately after the map is completed, all garages unlocked, all cloaking removed - same as "explorer" and "settler" achievements. Benefits:- increases replayability, motivates people to explore different routes, motivates people to use new trucks (from DLC, etc.) on old maps, motivates people to use old trucks on DLC maps (particularly Aftermath and Chernobyl allow choose only one truck). If implemented for map mods, also increases their replayability, thus benefiting the modder community. I think, this mode, rather than making the game more "quest" oriented, moves it more into the "sandbox" direction. Which is good, in my opinion. Finally, there is another benefit: no content changes required, no rebalancing required, only interface coding. Drawbacks & Potential Solutions:- some combinations of options will make map completion not possible, but it is exactly like the Flood map now. That's why the mode is called "expert". Solution: add a disclaimer. References:- see interface screenshot
  27. 1 point
    And remove the fisheye from the menu.
  28. 1 point
    I suggest returning the old texture: tiles_beach__d_a. For example, on version 1.4.5, the shore level, it looks like dozens of trucks have already passed through this place in different directions. And this is an old texture in the same place, it looks more believable.
  29. 0 points
    So explain why it would be better the way you suggest. The truck is locked: it mean it is there and why not use it as a winch point? And why would it be better to unlock the truck with the winch ( is it the way you start your car as a software enginer not working with Microsoft?)
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