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  1. Hello, Rather than posting in each thread individually, here's a global thread to say thank you for reporting the issues you may have found. We acknowledge them and we are busy fixing them right now in preparation for v1.6.2.
    8 points
  2. v1.4.4 Fixes - Chernobyl DLC: Various map fixes and improvements. - Trailers whose load is not resting on the truck no longer need to be aligned with the truck to load up. - Fixed scenery stuttering when rotating the camera. - Fixed engine brake stopping wheels in neutral.
    7 points
  3. 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 ha
    6 points
  4. 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 powerpla
    6 points
  5. Happy Halloween! v1.6.2 has now been pushed to Steam, improving the overall stability and addressing many bugs and glitches. We are continuing to resolve any further issues which will be addressed in forthcoming updates. Added / New - Customizable brake strength (<Truck>/<Wheels>/<Wheel>/BrakeTorque in N.m). This defaults to 3x engine torque/number of wheels. Improvements - Mud balance tweaks. It's easier now. - Russian translation (Thanks Oldman777). - Torque repartition is now less punitive when the differential is unlocked. - multiplayer ghost truck
    5 points
  6. Spintires Plus v14 has been released. This is a compatibility update with game v1.6.2. Other changes: -OrientableShafts: bugfix: shaft endpoints weren't always correctly aligned, often being oriented along truck Z. This bug was probably there since game v25.03.19. -HideHUD_3dUI: removed. I don't see why I haven't done this it earlier, after all 3d UI can be hidden by pressing F3 since august 2019. -DisableSuspensionDamage: removed. Initially this was meant to address the "speed damage" issue whereby vehicles would start getting tons of damage out of nowhere when g
    5 points
  7. Good news, fellas! I contacted Zane and here is his reply. The bold and comment in italic are mine.
    5 points
  8. Ever wanted to drive a SHERP® ATV? Now's your chance! Read more about the DLC on the store page. Take the reins of the astonishingly capable ATV's (All-Terrain Vehicle) produced by SHERP® in this officially licensed DLC. Climb aboard the SHERP® N 4X4 ATV with its huge low-pressure tires and its flat-bottomed design allowing you to climb over obstacles of all shapes and sizes, use this vehicle to scout for cloaks located around the map before bringing in the monstrous SHERP® the ARK 10x10 ATV, the big boy of the pack. SHERP® the ARK has articulated steering that can also steer ve
    5 points
  9. v1.4.5 was uploaded to Steam. Fixes - Camera look direction stuck to horizontal. - Camera controls reversed and/or camera looking at a point underground after flipping a vehicle and getting it back on its wheels. - Missing ingame shifter if specific sequece of actions at the controls menu. - Missing collision box on the 157's flatbed side pannels.
    5 points
  10. @BANDERLOGIE welcome to Spintires and oovee.
    4 points
  11. Spintires Plus v15 has been released. This is a compatibility update with game v1.7.0, plus a couple extras: -AlwaysAllowSpawnLocators: due to a bug, this is already in the game v1.7.0. Feature is thus temporarily removed in ST+ v15, but will come back once the bug is fixed. -BatteryPoweredWinch: in game v1.70, winching costs fuel, however battery-powered winches will not increase fuel consumption. -ExternalMinimap: now uses the same icons as the F1 minimap. now shows all trucks (red=current truck, blue=all others)
    4 points
  12. Here are the real life configurations of some of the trucks we have in game, (for interest sake) I will expand on it, as and when. This first group belongs to permanently coupled axles. This means that all axles drive at the same speed, good for off road, but on the road this would give an unacceptable high wear and fuel consumption. This is partly solved by disconnecting the front axle, which leaves the rear two still joined because there is no inter axle diff between these two. Uaz 469 4x2/4 wheel drive. 2/4. Some have front wheel hub unlockers. Transfer
    4 points
  13. Another news: Soon the snow will fall in Russia.
    4 points
  14. will this version come this century? Otherwise i will ask my grandson in the future if there are still no medium or long logs at the kiosk.
    4 points
  15. @Truckwolf: As I said, the mud has new bugs, one of them causes light wheels on the 255 to dig in place, not because of ground pressure, but because they vibrate fast, which is as if they were spinning fast = excavating. @Unster: Oovee is aware of those, and if Oovee said nothing it means Oovee has nothing to say about it, no matter how many times you post about it. However, do not purposely post off-topic content in an attempt to grab the staff's attention no matter what. Consider this a friendly warning.
    4 points
  16. 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 comp
    4 points
  17. Fellow offroaders, Arriving later than planned, v1.4.3 patch is now available on Steam. We are working hard on the next major update which will primarily include multiplayer saves, which will initially be available under the public_beta branch. Added / New - Added "default" camera mode selector to options menu. Improvements / Adjustments - Changed orbital camera focus position. - Truck mechanisms (crane, anchors, etc...) are now operated with keys 5 to 0 instead of Ctrl+1 to Ctrl+0. - Pressing the trailer camera key ("2" by default) no longer does anything when there is no tra
    4 points
  18. I join the choir, I lately went back playing MR again and it's a long time I don't play ST. The stuttering has been the last drop but it is some time now that I started to loose hope in ST's future, even more now that SR is close while here it seems everything is still. I think that today is very important to let the community know what is the road map, with the upcoming SR, there is no need to keep the secrecy on the plans for ST. I really don't think Focus is worried about ST but it would help us to keep our interest and hope high on ST. I don't care so much about DLCs, I b
    4 points
  19. Where did this transport go? Will he come back?
    3 points
  20. These have been included in ST v1.7.0 under the names SuspensionStrengthInNewtonsPerMeter and SuspensionDampingInNewtonSecondsPerMeter. Conversion factors are: N/m strength = ST+ normalized strength * 20330 N.s/m damping = ST+ normalized damping * 85 ST+ normalized suspension will be deprecated in the next release, but still supported because I need it for the SuspensionTunableInWheelsSets feature... Until I can remove it. Usually it takes a couple weekends. Best way to avoid waiting for ST+ at each game update/DLC is to tell @Zane (Oovee)
    3 points
  21. 2 new excellent maps. Well done. ..
    3 points
  22. As we know every update bring tons of new defects. This is gentle reminder to do not lost your mind, when physic will behave like from games before year 2000 and new "efects" like "helicopter efect" - uncontrolled flying of truck 100 meters above terrain, or "explosion effect" - truck will explode stuck in terrain will be delivered with new DLC. Don't break your computer because of spin tires. New DLC is there to test your mental health. Take control of yourself. Train your will.
    3 points
  23. We haven't changed how the gearing works since this, so with your settings, in high gear you have 125% of your crazy torque at angvel=10, and nothing at angvel=12. In 1st gear, you have top torque at angvel=5, and nothing at angvel=5*2+5=15. But at angvel=14 you still have a fraction (3%) of your 100 million N.m which should be to keep your vehicle going, hence going faster in 1st gear. Remember that the game without ST+ caps max torque at 1 million N.m, 3% of your DT8's torque is still 3 times the cap. As for wheels slipping against tracks, try increasing the sprockets' hard sur
    3 points
  24. You are using a very small font. Need even larger, to be able to see and read it.
    3 points
  25. @ Truckwolf The limited slip diff doesn't give full locking, (max 80%). Auto lockers are full lock across the axle. Only the Gaz 66 has this system. The Zil 131 doesn't have any locks, only 4/6 wheel drive, (to prevent axle wind up) and high low ratio. Using low ratio will automatically engage the front axle. This in effect will lock the 3 axles together, still with open diffs of course. The Ural system is 6 x 6. To prevent wind up on road, it has a differential between the axles located at the transfer box. This means that all axles are free, as are the diffs. Perfect fo
    3 points
  26. @Unster Thank you for the information! Have you tried PMing Zane or Localhost recently, perhaps we should try contacting them. With every post you're slowly raising my anxiety levels... Regarding the trailers: whoa now, what do you mean this is standard behaviour? It wasn't like that before 1.5.0. You detach a trailer and it rolls all the way down the hill and crashes into the trees and remains affected by physics until you get far away from it. It's so unrealistic and bizzare. And you're telling me it's here to stay? I don't like it, I don't like it one bit! Regarding the wheelm
    3 points
  27. Yeah, I don't like the silence either. I'm absolutely not excusing it. With my original post I just wanted to make light of the situation and to express hope that 1.6.2 is only going to be delayed and this won't actually be the end of Spintires. It can't end like this - death by Sherp Regarding E-167: That is easily fixable with a simple edit of it's xml files. I wonder why it was made to float in the first place. The english wikipedia states that it could "cross water". The archive footage of it's trial runs says that it could cross ditches up to 2 meters deep. (LINK) Regarding t
    3 points
  28. I'm not saying anything really. I just stumbled upon that thread and found it funny that even in 2015 the game was already proclaimed dead once. Considering Stetson's apology, it appears that people were also frustrated back then, but things turned out fine in the end, it was just a delayed update. I hope that it's the same with 1.6.2 and it's just delayed. If you want my opinion, from my point of view things don't look grim at all. The way I see it, the game just needs a little touching up. I have the DLC, I have the logs, I've never experienced a crash when opening the functions me
    3 points
  29. I'll be closing the downloads section of this forum on September 1st 2020 due to increased costs of running a server with high storage space and lack of time to manage it amongst other things. Grab what you'd like from there now before it goes forever! Thank you to everyone over the years who have submitted there work here, its been a pleasure seeing what you've come up with!
    3 points
  30. I think there is big room for tuning settings. There are lot of people using their settings. Community did big step forward in this direction. And devs\management successfully ignored that. It's a shame. There should be some way how to collect information from valuable members, evaluate and tune settings based on that. That's managers job. Interaction with community is base thing. Lot of people knows how truck behave in reality, they have experience with driving in mud. But DEVs\management do not care about that. They are playing on their own sandpit in different parallel reality. I saw here o
    3 points
  31. I think the new issues will be ironed out, they just need more time. The Sherp DLC needed to make it out in July as was announced and not enough time was given to check all changes. Spintires now theoretically has enough elements to make it challenging and fun and better than MudRunner. Practically, however, if they don't fix these latest issues to bring it to full potential (and in fact it's kinda broken now) I really don't think they'll be able to sell another DLC for it. We all understand that as a business Oovee needs a constant income and thus to sell games and DLC. But w
    3 points
  32. I must say shallow mud feels pretty good / realistic. Here I barely made it up this hill even with AWD and diff lock. Perhaps that's what the physics were tuned for. If deep mud properly got you stuck, I think it could be perfect.
    3 points
  33. 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
    3 points
  34. Hello Mudsters! A user told me about problems running my maps which make use of the Voto1979-Library … Since Spintires v1.3.7 you don’t have to add the media paths to the config.xml anymore! In the main folder of Spintires you will find the new folder »User«. Inside that create a new XML file named »UserMediaPaths.xml« which need to contain the following lines: <DataSources> <MediaPath Path="Media_voto1979.zip" /> <MediaPath Path="MeshCache_voto1979.zip" /> <MediaPath Path="TextureCache_voto1979.zip" /> </DataSources> That’s it!
    3 points
  35. @EversmanSR is indeed the new big boy coming to the block but I think ST could remain competitive if it succeeded in being more realistic, particularly with the physics and game mechanics like winching. However I'm not seeing that effort from Oovee, only the potential that's slowly eroding.
    3 points
  36. What about to publish some beta version, open or closed for selected individuals of your choice, to just troubleshoot this issue? Three major features (dynamic main menu background, advertising, 60fps unlock) has been added to 1.4.0 and after that the stuttering began, I think you could publish the 1.3.7 with each one of those features but one by one and we can report if the stutters is being introduced by that particular feature. If nothing comes out from this, we can start to make a combination of them and repeat the process. It could be a nice and quick way to troubleshoot this is
    3 points
  37. @Unster Please don't include me in your "we". I'm very happy with this game and it's improving all the time. I consider my input, not as critical, but feedback, which I believe is being acted on. The worst areas of 'black hole' missing ground have been filled and I'm very pleased with it. Hopefully the remaining areas will be treated accordingly. This map is the only real life area and I'm enjoying it. It is a great idea and beautifully made. I hope there will be more like it. ..
    3 points
  38. Absolutely. While Oovee can certainly benefit from the sale of DLC's, it's an unsustainable direction without the core game issues getting fixed. The lack of proper mud traction combined with the stutter (that many people are seeing, even on the Steam forum) and other issues recently introduced like the disappearing terrain and mangled crane controls that have yet to be fixed after 3 months IMO spell a dark future for ST, especially with SnowRunner coming out next month. ST's only hope for a good future is to bring the realism and quality up significantly. DLC's alone, especially when bund
    3 points
  39. @Zukakis 100% agree. would be sad to see this game die. especially when you where there since hour 0 and support the devs to bring this game to life.
    3 points
  40. Just a quick update on this issue. I gave up some time ago on making this work (making the highway tires perform worse in mud than offroad tires). The only way (for the end user) is to reduce the overall tire friction but then the tires slide too much on pavement. Those settings above do not work for ST. That one time they seemed to work was a fluke. We also have the ongoing issue with large tires performing worse in mud than small tires, as discussed in another thread some months ago. And with the ongoing stutter in the 1.4.x version, I must say I no longer find this game appeal
    3 points
  41. Oovee is facing some legal matter, most likely a copyright claim regarding a vehicle in the game. But I agree Zane should say something, whatever he's allowed to say. It would be better and more respectful than this complete silence.
    2 points
  42. Visual fanservis - it's not bad. Personally, I don't give a damn how technically similar the cars are, the main thing is that anyone who wants to can choose what they like best. Regarding fixes, they fix every patch that was broken. They took up new content - is it bad? Errors will appear anyway, alas, this is inevitable, the main thing is that the final product is functional. __________________________ Lastly, I did not create this thread so that people would come here whining about what a bad game. I want you to help me, check for the same errors, confirm them. Let's help make the
    2 points
  43. Hallo, ich und mein Freund haben beide das Spiel, Mudrunner, bei Epic Games gekauft. Wir haben zusammen eine Welt gestartet und wollten heute weiterspielen. Wir können beide das Spiel mit dem gleichem Spielstand weiterspielen, aber halt nicht zusammen. Wir haben sehr viel im Internet "geforscht" aber nichts dazu gefunden. Wär sehr cool, wenn sie uns das sagen könnten, wie man ein Multiplayer spiel weiter fortsetzt. Danke!
    2 points
  44. @Truckwolf That's the PTO shaft. ..
    2 points
  45. Screenshot from a perfectly clean 1.6.2, just so that there's no doubt that a mod might be causing this:
    2 points
  46. There are multiple things being worked on simultaneously by two independent teams. One team focuses primarily on the larger DLCs, the other team, focuses on updates and smaller free DLCs/content improvements.
    2 points
  47. Better (at this point, so as not to horrendously break every existing mod) would be to allow the parameters to be adjusted per-gear (much like Spintires was originally) like this: <Gear Torque="47933" AngVelMin="0.48" AngVelOpt="2.89" AngVelMax="8.1" AutoNextLinVel="2.27" MaxDeltaAngVel="0.05" /> For even more fun, adding in parameters for AngVelOptMin and AngVelOptMax so you can have a flat spot in the 'curve' (for example the engine in the C-652x trucks makes 1255Nm of torque from 1300rpm to 1500rpm) which would allow for loads of cool things: <Gear Torque="47933
    2 points
  48. @EversmanI suspect it has to do with the FB group being a larger group made up of mostly casual players who don't pay much attention to the issues and thus are less critical of the game in general. But as I've said before, if we are being critical it's for the good of the game, not trying to be mean.
    2 points
  49. Summary:- Hardcore mode renamed to 'Realistic', new hardcore has non-negotiable starting trucks Type:- Game Mode Description:- Lots of the developers' hard work goes unappreciated because no one has any reason to use it. For example, the B-133: why use it when you can just change it to the B-131 or B-157? So, I think that in Hardcore mode you should not be able to change the starting trucks. To appeal to people who like to change the trucks but still play Harcore, rename the existing 'Hardcore' mode to something like 'Realistic'. This way, players can choose to challenge themselves by playin
    2 points
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