Thank you for hosting this Q&A session, for making such an awesome game, and for having the patience to deal with us too lol.
I todally like the idea, but i just wondering if that doesn't affect the game's age rateing. I mean, the dummy mod alone can create very brutal scenes already. But since they only are dummy's, it less "critical" to those simulations. While something that looks like a actual human is something different. Hopefully it isn't a problem, because having such simulation would be amazing. But i think it would also need some base that allows to load dynamic objects with a map. Like vehicles was able to saved to a map in Rigs Of Rods. So i think a good start would be to have a dynamic prop implementation first, so see how it handles. Like lampposts, fances and such which could be damaged without having to spawn them all manually.
adding onto that being able to not only save vehicle locations, but also their velocity and direction in a single snapshot, so that you could easily restart from a single moment in time might have been the most underrated feature ever incredibly useful for recording car chases and especially setting up large trains
Man, I loved getting to read Tdev's responses. I hope this can become a regular thing, as getting to communicate directly is such a fun way to both manage hype / expectations, and keep players and forum users engaged and excited for the future of the game and community Side note, couple things of note: New map in the works? Pretty cool! Feature freeze is great! Hopefully that means that the update will be out by the end of the next month. Also, in Diamondback's latest post, I saw "twoStepLaunch". I can't fully recall, but i don't believe we have had a proper launch control system ingame as of yet, and this looks like it might be the beginnings of one
Life circumstances force me to leave for a couple of days and this is what greets me on my return: chatter about the old tow truck, speculation on possible scissor doors for the new Civetta, and a full-on developer Q&A. You've all been busy! That's neat. I never knew that the dev team was actively considering pedestrians at one point! (credit goes to @dart for the pic) If by some (admittedly very unlikely) chance I'm not too late for the Q&A, seeing the T-series Tow Truck again excited me and has me wondering about it, along with the concept of rope beams and ropeables at large. We didn't really have a lot of official mention of a system for that (possibly similar to the system Rigs Of Rods used?), other than it was being researched circa 2015-2016, and it is what initially delayed development on the tow truck. I know that the model for the wrecker bed was removed from the game, but could we have some official word on whether that was because research into ropeables also did not meet expectations and was not pursued further, or if this version of the wrecker bed no longer made sense in the context of the new long-bed frames for the D-series? In a similar vein, is it possible that we will see a system that can be used to restrain cars to a wheel lift or a flatbed by using flexible beams to connect to the node at the center of a wheel (in a similar way that two nodes can be connected with the nodegrabber)as illustrated below?
We just finished porting the game startup from Torquescript to Lua, so this is well underway. Also, also finally, all the old T3D Gui is gone, yay! Still a lot left to solve though, but little steps so we can continue working on the game Thanks! We are still working on the UI and didn't manage this update to switch to Vue. We'll try again the update after this. Hopefully we can switch to the new system then. Its going to be very sunny and dry I spoke with the team, we'll make that happen Yes, there are several stages to everything. Are you interested in cars or levels? What objects specially? I can try to ask around When its ready In some weeks hopefully. 1) yes, we are working on one new map. We are trying to create more procedural tools to increase our productivity and speed in which we could produce such maps. The biggest thing for the next 6 months will be the asset management system that we'll hopefully work on. This will reduce the game size to a third of its current size and will make working on maps a lot easier. 2) Nice idea, I'll open a thread to collect more questions later We try to not tie us down too much to roadmaps as its hard to create quality with set deadlines. Software development is not always a straight linear path to get things done. The goals in rough: Create an amazing simulator with all the features that are technically possible (We can elaborate more on this later) Aye, on it We are actually in it since the 13th. Time sure flies X| No promise, we are always working on better AI, but its a complex issue. Not that i know of, but i don't know everything - will need to ask I think they worked on that? Not sure, some 100 changes fly by every day into the main repository We have physics collision issues with those things, but we are always trying to push things forward in that regard. Crash-able guardrails would be so amazing Not sure, let me check with them On it Its hugely complex in terms of planning and implementation, try to not expect too much for now Whats broken? Can you post more details, we'll have a look then What's the problem with them right now? Yeah, maybe you won't be able to crash into them but they fade out? idk yet Sorry, we always have so much work that it's hard to sit down and write things up. We'll try to do it more About the launch system: Not sure, lets see what will ship i guess Ropes/ties are being worked on. The physics is not finished yet and we are not happy with them right now. Hopefully we'll get them figured out soon and have winches
These are (hopefully) every car that was effected I don't know much about electronics, but I'm pretty sure the low beam should look like this instead of this (I do remember the first time I noticed this bug was 1 year ago, and the last time i told you guys about it you guys said "we already know this, but it's not in high priority", and that was about half a year ago) P.S. this is a screenshot I took before the bug happens, and please ignore the color and stuff
I Have another question, this time about vehicules. Is another "big" vehicule in the plans ? Like a new truck (european why not), a bus or even a van ? Thanks for taking the time to answer our question ! It's really appreciate and refreshing
Nah, its all wet and rainy at the moment! OT: Tdev, is a stability/better integration update for the PostFX system coming some time in the future?
Those are blinkers/turn signals on the Beemer, the ones on the Benz look like foglights, I could be wrong though. --- Post updated ---