image, and call the pattern Flash2.
-![8](/images/flares-custom-05-text.png)
+![8](../images/flares-custom-05-text.png)
Now, open up the .truck file, and look at only ONE of the new flashing headlights, and change it's material name to tracks/Flash2.
-![9](/images/flares-custom-06-text.png)
+![9](../images/flares-custom-06-text.png)
Now, see it ingame, it will be a wig-wag pattern.
-![10](/images/flares-custom-07-1stgen.png)
+![10](../images/flares-custom-07-1stgen.png)
Easy as that. There is a rule when it comes to making custom flashes:
diff --git a/source/vehicle-creation/flexbody-deforming-detaching-parts.md b/source/vehicle-creation/flexbody-deforming-detaching-parts.md
index d1530ee9..f2c7953f 100644
--- a/source/vehicle-creation/flexbody-deforming-detaching-parts.md
+++ b/source/vehicle-creation/flexbody-deforming-detaching-parts.md
@@ -6,31 +6,31 @@ This is pretty simple, actually. I prefer to use notepad with the Editorizer jus
First start by making a grid of nodes however many segments long and wide you need it to be (recommend at least 4 nodes wide and 4 nodes long for a hood) and fitting the shape of your body panel (this is for a hood or trunk; I'll talk about bumpers in a bit). Connect all of them together lengthwise/widthwise only. Give them a set_beam_defaults such that they can't deform or break at all (make the deform and break thresholds very high). These define the basic shape of the body part so they can't deform or break or you'll get weird glitchy stuff going on.
-![](/images/flexbody_deform_tut1.png)
+![](../images/flexbody_deform_tut1.png)
Then make the 'crossing' beams. These are the beams that form an X inside each square and keep the shape together. These should have a set_beam_defaults making them unbreakable and hard to deform (deform value in the hundreds of thousands range for light cars)
-![](/images/flexbody_deform_tut2.png)
+![](../images/flexbody_deform_tut2.png)
Now make the deformer beams. These hold the shape together rigidly and also keep it in a deformed shape when it bends. Do them like this, lengthwise and widthwise, between every other node and also between the back and front nodes. Set them to be unbreakable but with a pretty low deformation threshold. It'd be a good idea to put the lengthwise and widthwise deformers under separate set_beam_defaults values, so you can tweak individually the strength in both directions.
-![](/images/flexbody_deform_tut3.png)
+![](../images/flexbody_deform_tut3.png)
Now if your body panel is pretty flat, like this, it's going to flop all over the place unless you support it from underneath. The best way to fight this is with stabilization nodes. Usually two nodes floating about 0.3 meters above or below are a good way to do it. Connect both of those nodes to every single node of your body panel and each other, and make those beams unbreakable but easy to deform. I haven't drawn about half of them because the image would get too cluttered. You can also get away with having just one stabilization node.
-![](/images/flexbody_deform_tut4.png)
+![](../images/flexbody_deform_tut4.png)
Next is the hinge. Attach all of the nodes of the back two rows (closest to the hinge) to two nodes you can hinge from on your main body. Set these beams to be fairly stiff but also breakable (deform & break values in the hundred thousand range for light cars).
-![](/images/flexbody_deform_tut5.png)
+![](../images/flexbody_deform_tut5.png)
Now you need to support the hood/trunk from underneath so it doesn't fall inwards. Make beams going downwards from each hood node to the bottom of your frame/body, and give them the "s" flag so they resist compression but not extension. This allows the hood/trunk/whatever to push upwards/pop open but doesn't let it fall inwards into the body. Make sure the set_beam_defaults damping is set to 1 or 0 for the support beams, so when a part detaches it doesn't get dragged along with the car for a ways until the support beams break. These should be pretty easy to deform (around 50000) but harder to break (they break automatically when they reach 4x their length, so if your hood or whatever falls off, you don't need to worry about making these easy to break).
-![](/images/flexbody_deform_tut6.png)
+![](../images/flexbody_deform_tut6.png)
Finally, the latch. This will keep the hood (or whatever it is you're doing) completely locked in place to the body until the latch breaks, at which point it'll pop open and swing on its hinges. Make downwards beams attaching the frontmost nodes of the panel to the closest frame/body nodes. These should be easy to deform and have a break threshold only slightly above the deform. These might not be rigid unless you also attach them to a second segment of nodes (either the next one on the hood or a segment below on the body).
-![](/images/flexbody_deform_tut7.png)
+![](../images/flexbody_deform_tut7.png)
Bumpers are a similar deal, but the 'hinges' should be at both corners, and the node/beam should obviously be shaped like a bumper. Bumpers should also be less susceptible to deformation, since they're usually made of plastic or spring steel.
diff --git a/source/vehicle-creation/flexbody-wheels.md b/source/vehicle-creation/flexbody-wheels.md
index 093cd9b3..e7d5a1cc 100644
--- a/source/vehicle-creation/flexbody-wheels.md
+++ b/source/vehicle-creation/flexbody-wheels.md
@@ -188,11 +188,11 @@ Flexbody wheels
## What is this?
-By default, Rigs of Rods's [meshwheels](/vehicle-creation/fileformat-truck/#meshwheels) sections generate a tire using a texture. In order to use a 3D tire mesh, you have to place the tire meshes using [flexbodies](/vehicle-creation/fileformat-truck/#flexbodies) or [props](/vehicle-creation/fileformat-truck/#props). This tool simplifies that process by generating the flexbody code for you.
+By default, Rigs of Rods's [meshwheels](fileformat-truck.md/#meshwheels) sections generate a tire using a texture. In order to use a 3D tire mesh, you have to place the tire meshes using [flexbodies](fileformat-truck.md/#flexbodies) or [props](fileformat-truck.md/#props). This tool simplifies that process by generating the flexbody code for you.
Some addon parts require you to generate flexbody wheels as the tire mesh is separate.
-Not to be confused with [flexbodywheels](/vehicle-creation/fileformat-truck/#flexbodywheels), which provides this feature.
+Not to be confused with [flexbodywheels](fileformat-truck.md/#flexbodywheels), which provides this feature.
## Instructions
@@ -215,9 +215,9 @@ Explanation of each option:
`Wheel rays` - The number of ‘pie pieces’, or corners, that make up the wheel. In the above example, `numrays` is set to `14` .
-`Chassis nodes` - Amount of nodes the vehicle has. Just set the last node ID at the bottom of the [nodes](/vehicle-creation/fileformat-truck/#nodes) section.
+`Chassis nodes` - Amount of nodes the vehicle has. Just set the last node ID at the bottom of the [nodes](fileformat-truck.md/#nodes) section.
-`Cameras before wheel section` - Amount of [cameras](/vehicle-creation/fileformat-truck/#cameras) the vehicle has. Most only have 1, while others (such as the Gavrils) have 3.
+`Cameras before wheel section` - Amount of [cameras](fileformat-truck.md/#cameras) the vehicle has. Most only have 1, while others (such as the Gavrils) have 3.
`Inside axle node` - The inner axle node. In the above example, the first wheel's `node1` is `32` .
@@ -267,7 +267,7 @@ enough for development purposes.
## Troubleshooting
-* If the tire sticks too far out/in, adjust the [X offset](/vehicle-creation/fileformat-truck/#flexbodies). In the above Burnside Race example, the offset is set to `0.5` .
+* If the tire sticks too far out/in, adjust the [X offset](fileformat-truck.md/#flexbodies). In the above Burnside Race example, the offset is set to `0.5` .
* If the tire glitches/isn't attached to the wheel, you have set the wrong node/camera count and/or wheel nodes.
diff --git a/source/vehicle-creation/making-custom-hud.md b/source/vehicle-creation/making-custom-hud.md
index 1823c784..cd037d0b 100644
--- a/source/vehicle-creation/making-custom-hud.md
+++ b/source/vehicle-creation/making-custom-hud.md
@@ -30,7 +30,7 @@ NOTE: some animations will not work exactly like in RoR yet. We are working on f
1. Create graphics of gauges and needles
2. Start GUIEditor and create the controls using your graphics
-3. Save the .layout and image files in your truck zip and use [`guisettings`](/vehicle-creation/fileformat-truck#guisettings) to integrate it with your vehicle.
+3. Save the .layout and image files in your truck zip and use [`guisettings`](fileformat-truck.md#guisettings) to integrate it with your vehicle.
4. Test in RoR and fix in GUIEditor
## Available animations
diff --git a/source/vehicle-creation/motorbikes.md b/source/vehicle-creation/motorbikes.md
index 3cb632dd..727cc2ac 100644
--- a/source/vehicle-creation/motorbikes.md
+++ b/source/vehicle-creation/motorbikes.md
@@ -9,16 +9,16 @@ Based off [this archived forum thread](http://archives.rigsofrods.net/old-forum/
## Theory
-Motorbikes are counter-intuitive, to turn left, you must steer right a little first and vice-versa. It is because of this that the player cannot control the steering directly (with hydros) because the response time is too long and there is no feedback like when you ride a bicycle. So you must use [animators](/vehicle-creation/fileformat-truck#animators) and the `roll` option. This is what we use to turn the front wheel.
+Motorbikes are counter-intuitive, to turn left, you must steer right a little first and vice-versa. It is because of this that the player cannot control the steering directly (with hydros) because the response time is too long and there is no feedback like when you ride a bicycle. So you must use [animators](fileformat-truck.md#animators) and the `roll` option. This is what we use to turn the front wheel.
The roll means the angle between the camera plane and the ground plane, so you can adjust it by rotating the camera. This is the main way of controlling the bike, you essentially trick the bike into thinking its falling onto one side and it will always try to be level. In other words, you're not steering, just controlling the lean angle.
-![motorbike](/images/motorbike-scheme.png)
+![motorbike](../images/motorbike-scheme.png)
## Construction
To make a motorcycle or similar you need to have good knowledge about node-beam systems and have experience of vehicle creation. A lot of details will not be covered because it should be obvious to an experienced user.
-The image above shows how the motorbike operates, note how the front wheel is able to slide up and down on four [slidenodes](/vehicle-creation/fileformat-truck#slide-nodes).
+The image above shows how the motorbike operates, note how the front wheel is able to slide up and down on four [slidenodes](fileformat-truck.md#slide-nodes).
## Wheels
@@ -43,7 +43,7 @@ wheels
### How to only power the rear wheel
-This bit is important, you **must** define an [axle](/vehicle-creation/fileformat-truck#axles),
+This bit is important, you **must** define an [axle](fileformat-truck.md#axles),
making sure the differentials are set to split "d(s)" and only the rear wheel is powered.
```
axles
@@ -64,11 +64,11 @@ There are four animators that form a sort to diamond shape they are defined some
Note how the short and long limit are quite small, you don't need a large number because the castor angle on the front wheel helps the bike turn when it is in a lean.
-See [animators](/vehicle-creation/fileformat-truck#animators).
+See [animators](fileformat-truck.md#animators).
## Camera
-You can control the lean angle of the bike by controlling the lean angle of the camera, and you do this using [hydros](/vehicle-creation/fileformat-truck#hydros) as usual, just make sure they turn the camera assembly the opposite way from where you want the bike to go. I recommend trying about 20 deg then gradually increasing until a balance between control and stability is found. Offroad bikes should have less because of lower grip.
+You can control the lean angle of the bike by controlling the lean angle of the camera, and you do this using [hydros](fileformat-truck.md#hydros) as usual, just make sure they turn the camera assembly the opposite way from where you want the bike to go. I recommend trying about 20 deg then gradually increasing until a balance between control and stability is found. Offroad bikes should have less because of lower grip.
## Mass
@@ -99,9 +99,9 @@ Should be quite stiff with high damping to stop the bike bouncing and jiggling a
## Example Bike
-![motorbike-example-ingame](/images/motorbike-example-ingame.png)
+![motorbike-example-ingame](../images/motorbike-example-ingame.png)
-[Polaris_GP2.5.0.truck](/download/Polaris_GP2.5.0.truck)
+[Polaris_GP2.5.0.truck](../download/Polaris_GP2.5.0.truck)
## Conclusion
diff --git a/source/vehicle-creation/rail-vehicles.md b/source/vehicle-creation/rail-vehicles.md
index 065af4ad..e614a2c2 100644
--- a/source/vehicle-creation/rail-vehicles.md
+++ b/source/vehicle-creation/rail-vehicles.md
@@ -5,13 +5,13 @@ In this tutorial you will learn how to build a small locomotive and wagon.
Apart from the meshbuilding, it covers everything needed to build a working train.
All sizes must be exactly as shown in this tutorial!
-![railrunner](/images/rail-vehicles-tutorial-railrunner.jpg)
+![railrunner](../images/rail-vehicles-tutorial-railrunner.jpg)
What you need for this tutorial:
* Some basic knowledge of building objects for RoR
* A text editor, e.g. Notepad
-* [A visual editor](/tools-tutorials/visual-editors/) for watching the node and beam structure
+* [A visual editor](../tools-tutorials/visual-editors.md) for watching the node and beam structure
Please note that this train does not work as well as expected.
Main reasons are the low mass of the train, the really short wheelbase and the fact
@@ -25,10 +25,10 @@ The bogie is the main part of our train.
It holds the wheels and avoids the train from sliding off the rails.
It has the shape of a trapezoid prism, the lower side is smaller than the upper.
The 4 upper nodes are for the wheels, the four lower nodes are the guidance nodes.
-Those need to have low friction ( `set_node_defaults -1, 0, -1, -1` ) and need to be [contacters](/vehicle-creation/fileformat-truck/#contacters).
+Those need to have low friction ( `set_node_defaults -1, 0, -1, -1` ) and need to be [contacters](fileformat-truck.md/#contacters).
Give them a mass of `50` kg using the `l` -option in the nodes section.
-![bogie](/images/rail-vehicles-tutorial-bogie.png)
+![bogie](../images/rail-vehicles-tutorial-bogie.png)
### Step 2: Placement node
@@ -37,7 +37,7 @@ node `0` needs to be in the center of the train, `0.53` meters below the lowest
For our tutorial train, we set node `0` in the middle of the bogie.
Node `0` needs to have the `c` -option in the nodes section for no ground detection.
-![fig2-node0](/images/rail-vehicles-tutorial-placement-node.png)
+![fig2-node0](../images/rail-vehicles-tutorial-placement-node.png)
### Step 3: Wheels
@@ -45,32 +45,32 @@ Now it's time to place the wheels between the upper nodes of the bogie.
Remember to set the radius correctly.
Fig. 4 ("front view") shows the important sizes of what we have so far
-![fig3-wheels](/images/rail-vehicles-tutorial-wheels.png)
+![fig3-wheels](../images/rail-vehicles-tutorial-wheels.png)
-![fig4-front-view](/images/rail-vehicles-tutorial-wheels-front-view.png)
+![fig4-front-view](../images/rail-vehicles-tutorial-wheels-front-view.png)
### Step 4: Chassis
It's time to build a chassis and, on this train, connect it directly to the bogie.
-![fig5-chassis](/images/rail-vehicles-tutorial-chassis.png)
+![fig5-chassis](../images/rail-vehicles-tutorial-chassis.png)
### Step 5: Couplers
Now we add simple couplers to the front and back of the train.
We are using hooknodes with the auto-lock option.
-![fig6-couplers](/images/rail-vehicles-tutorial-couplers.png)
+![fig6-couplers](../images/rail-vehicles-tutorial-couplers.png)
### Step 6: Support beams
-The last step is to add more beams to make the structure stable. We can also add [contacters](/vehicle-creation/fileformat-truck/#contacters) and [ropables](/vehicle-creation/fileformat-truck/#ropables).
+The last step is to add more beams to make the structure stable. We can also add [contacters](fileformat-truck.md/#contacters) and [ropables](fileformat-truck.md/#ropables).
-![fig7-support-beams](/images/rail-vehicles-tutorial-support-beams.png)
+![fig7-support-beams](../images/rail-vehicles-tutorial-support-beams.png)
-![fig8-support-beams-view-right](/images/rail-vehicles-tutorial-support-beams-view-right.png)
+![fig8-support-beams-view-right](../images/rail-vehicles-tutorial-support-beams-view-right.png)
-![fig9-support-beams-view-front](/images/rail-vehicles-tutorial-support-beams-view-front.png)
+![fig9-support-beams-view-front](../images/rail-vehicles-tutorial-support-beams-view-front.png)
@@ -89,10 +89,10 @@ Please note the comments in there!
The bogie is the main part of our wagon. It holds the wagon on the rails.
It has the shape of a trapezoid prism, the lower side is smaller than the upper.
The 4 upper nodes slide on top of the rail, the four lower nodes are the guidance nodes.
-Make them all low friction ( `set_node_defaults -1, 0, -1, -1` ). The four lower nodes need to be [contacters](/vehicle-creation/fileformat-truck/#contacters).
+Make them all low friction ( `set_node_defaults -1, 0, -1, -1` ). The four lower nodes need to be [contacters](fileformat-truck.md/#contacters).
Give them a mass of `50` kg using the "l"-option in the nodes section.
-![fig10-wagon-bogie](/images/rail-vehicles-tutorial-wagon-bogie.png)
+![fig10-wagon-bogie](../images/rail-vehicles-tutorial-wagon-bogie.png)
### Step 2: Placement node
@@ -100,29 +100,29 @@ In order to spawn the wagon correctly in the train spawner,
node `0` needs to be in the center of the train, `0.53` meters below the upper four nodes of our bogie.
Node `0` needs to have the "c"-option in the nodes section for no ground detection.
-![fig11-wagon-node0](/images/rail-vehicles-tutorial-wagon-node0.png) ![fig12-wagon-sizes](/images/rail-vehicles-tutorial-wagon-sizes.png)
+![fig11-wagon-node0](../images/rail-vehicles-tutorial-wagon-node0.png) ![fig12-wagon-sizes](../images/rail-vehicles-tutorial-wagon-sizes.png)
### Step 4: Chassis
We add the chassis.
-![fig13-wagon-chassis](/images/rail-vehicles-tutorial-wagon-chassis.png)
+![fig13-wagon-chassis](../images/rail-vehicles-tutorial-wagon-chassis.png)
### Step 5: Couplers
Now we add simple couplers to the front and back of the wagon. We are using hooknodes with the auto-lock option (Attention: disable high quality reflective effects in RoR, otherwise it will crash).
-![fig14-wagon-couplers](/images/rail-vehicles-tutorial-wagon-couplers.png)
+![fig14-wagon-couplers](../images/rail-vehicles-tutorial-wagon-couplers.png)
### Step 6: Support beams
The last step is to add more beams to make the structure stable. We can also add contacters and ropables.
-![fig15-wagon-supports](/images/rail-vehicles-tutorial-wagon-supports.png)
+![fig15-wagon-supports](../images/rail-vehicles-tutorial-wagon-supports.png)
-![fig16-wagon-supports-right](/images/rail-vehicles-tutorial-wagon-supports-right.png)
+![fig16-wagon-supports-right](../images/rail-vehicles-tutorial-wagon-supports-right.png)
-![fig17-wagon-supports-front](/images/rail-vehicles-tutorial-wagon-supports-front.png)
+![fig17-wagon-supports-front](../images/rail-vehicles-tutorial-wagon-supports-front.png)
### Step 7: Tweaking the truckfile
@@ -155,7 +155,7 @@ triggers
44, 165, 0.05, 0.1, -55, -56, ih
```
-![fig18-wagon-supports-front](/images/rail-vehicles-tutorial-auto-coupler.png)
+![fig18-wagon-supports-front](../images/rail-vehicles-tutorial-auto-coupler.png)
### Buffers and chain coupling
@@ -166,7 +166,7 @@ As this is quite complicated and hard to rebuild, please use the node and beam o
#### Chain coupling
-![fig19-eu-chain-coupling](/images/rail-vehicles-tutorial-eu-chain-coupling.png)
+![fig19-eu-chain-coupling](../images/rail-vehicles-tutorial-eu-chain-coupling.png)
First image shows standard position of the couplers.
When a trigger is activated, it disengages a hook on the left and lets the chain piece swing down. Another hook is engaged, connecting the chain to the other coupling.
@@ -175,7 +175,7 @@ When a trigger is activated, it disengages a hook on the left and lets the chain
![fig21-eu-locking-position] (/images/rail-vehicles-tutorial-eu-locking-position.png)
![fig22-eu-connected] (/images/rail-vehicles-tutorial-eu-connected.png)
-![fig23-eu-hooks-lockgroups](/images/rail-vehicles-tutorial-eu-hooks-lockgroups.png)
+![fig23-eu-hooks-lockgroups](../images/rail-vehicles-tutorial-eu-hooks-lockgroups.png)
Trigger code:
@@ -198,11 +198,11 @@ triggers
The European coupling system needs buffers to absorb collisions between the wagons.
-![fig24-eu-buffers-height](/images/rail-vehicles-tutorial-eu-buffers-height.png)
+![fig24-eu-buffers-height](../images/rail-vehicles-tutorial-eu-buffers-height.png)
One side has a contactable slidenode connected to a shock. The other side has a contactable submesh plane that is also movable and connected to a shock. The submesh collides with the contacter and absorbs the collisions. Try it out ingame to see how it works!
-![fig25-eu-buffers-principle](/images/rail-vehicles-tutorial-eu-buffers-principle.png)
+![fig25-eu-buffers-principle](../images/rail-vehicles-tutorial-eu-buffers-principle.png)
## Troubleshooting
diff --git a/source/vehicle-creation/special-components.md b/source/vehicle-creation/special-components.md
index bafcd4d6..6ce9a942 100644
--- a/source/vehicle-creation/special-components.md
+++ b/source/vehicle-creation/special-components.md
@@ -3,7 +3,7 @@ Special components
## Command hydraulics - `commands`
-[Documentation](/vehicle-creation/fileformat-truck/#commands)
+[Documentation](fileformat-truck.md/#commands)
A command is a beam that has "Commands" that make it extend/retract and so forth,
The command beam has many uses, From being a Hydraulic arm to a destruction tool,
@@ -18,7 +18,7 @@ Some of the things you can do with commands...
One example (in picture below) - all of the moving parts are made by using Commands:
-![commands-wrecker](/images/commands-example-t800-wrecker.jpg)
+![commands-wrecker](../images/commands-example-t800-wrecker.jpg)
## Connection utilities
@@ -30,11 +30,11 @@ This is a guide how you can use the different connection methods in RoR.
### Ropables
-The documentation about ropables [can be found here](/vehicle-creation/fileformat-truck/#ropables)
+The documentation about ropables [can be found here](fileformat-truck.md/#ropables)
### Ties
-The documentation about ties [can be found here](/vehicle-creation/fileformat-truck/#ties)
+The documentation about ties [can be found here](fileformat-truck.md/#ties)
Ties (as commands) can only work over an RPM of 800 and might request more power from the engine when being used.
@@ -42,7 +42,7 @@ So basically define a tie on the transport truck and a ropable on the load you w
### Hooks
-The documentation about hooks [can be found here](/vehicle-creation/fileformat-truck/#hooks)
+The documentation about hooks [can be found here](fileformat-truck.md/#hooks)
Hooks lock against nodes in a search area of 40 centimeters.
diff --git a/source/vehicle-creation/suspension.md b/source/vehicle-creation/suspension.md
index 5588fbd6..0c296561 100644
--- a/source/vehicle-creation/suspension.md
+++ b/source/vehicle-creation/suspension.md
@@ -5,13 +5,13 @@ Suspension
Suspension is a flexible component which connects a car's body to its wheels. because of its flexibility, suspension components soften out bumps in the road and make the truck's ride smoother.
-For syntax, see [truckfile reference](/vehicle-creation/fileformat-truck#shocks).
+For syntax, see [truckfile reference](fileformat-truck.md#shocks).
## Example trucks
-A package containing all example trucks featured can be downloaded [here](/download/Suspension-examples.zip).
+A package containing all example trucks featured can be downloaded [here](../download/Suspension-examples.zip).
-![Suspension-examples](/images/Suspension-examples.jpg)
+![Suspension-examples](../images/Suspension-examples.jpg)
## Types
@@ -28,7 +28,7 @@ So, for soft suspension you would want low spring and relatively low damp, and t
### Leaf springs
-![leafspring](/images/softbody-suspension-leafspring-ingame-tn.jpg)
+![leafspring](../images/softbody-suspension-leafspring-ingame-tn.jpg)
Leaf spring suspension is a very simple (in real life; it is much harder to model in RoR) and efficient design found on almost all trucks using beam axles. The design consists of a spring and a shackle, the spring is a long metal arc that bend when a force is exerted on the spring. One end of the spring is securely mounted to the frame and the other to a shackle. The shackle allows for one end of the spring to move back and forth as the spring straightens out under force.
@@ -38,7 +38,7 @@ The wheels of each axle are securely connected to each other using non independe
### Beam axle
-![beamaxle](/images/softbody-suspension-beamaxle-ingame.jpg)
+![beamaxle](../images/softbody-suspension-beamaxle-ingame.jpg)
Beam axles are an extremely simple form of suspension, almost always seen on the back axles of vans and semi trailers. The wheels are directly attached to the axles, and cannot change their angle to it.
@@ -57,7 +57,7 @@ Example using a beam axle on the rear, with simple truss for lateral location.
### Watt's linkage
-![wattslinkage](/images/softbody-suspension-watts-linkage.jpg)
+![wattslinkage](../images/softbody-suspension-watts-linkage.jpg)
Example using Watt's linkage method of lateral location.
@@ -73,7 +73,7 @@ Watt's Linkage:
### Panhard rod
-![panhardrod](/images/softbody-suspension-panhard-rod.jpg)
+![panhardrod](../images/softbody-suspension-panhard-rod.jpg)
Panhard rod:
@@ -84,7 +84,7 @@ Panhard rod:
### De Dion tube
-![dediontube](/images/softbody-suspension-dedion-tube.jpg)
+![dediontube](../images/softbody-suspension-dedion-tube.jpg)
De Dion tube suspension is a relatively complex form of suspension, which falls in between the categories of independent and non independent suspension: The wheels are directly connected to each other using a sliding tube, forcing them to stay parallel to each other, but this tube is not connected to any other part of the vehicle. each wheel is actually held to the truck by a single A-arm
@@ -92,7 +92,7 @@ Due to their complexity, De Dion tubes are uncommon on modern vehicles.
Example using a de Dion tube on the rear. Since a telescoping tube cannot be directly modeled in RoR, a Sarrus Linkage has been used instead. It provides exactly the same effect.
-![dediontube2](/images/softbody-suspension-dedion-tube-wonky.jpg)
+![dediontube2](../images/softbody-suspension-dedion-tube-wonky.jpg)
The wheels connected to the tube are kept parallel, regardless of body roll or suspension travel on either side... The tube's length can change.
@@ -104,7 +104,7 @@ The wheels connected to the tube are kept parallel, regardless of body roll or s
### Walking beam
-![walkingbeam1](/images/softbody-suspension-walking-beam.png)
+![walkingbeam1](../images/softbody-suspension-walking-beam.png)
Walking beam is a special form of suspension: It solidly links two axles together, meaning that all four wheels on those axles must move in unison. Indeed, the setup is know as walking beam due to the way that trucks are see to 'walk' over obstacles. This design allows the tires to conform to the landscape, evening out the pressure on each tire.
@@ -115,15 +115,15 @@ Example using extremely simple walking beam suspension on the rear.
- Green: simple truss for lateral location.
- Yellow: Frame for walking beam
-![walkingbeam2](/images/softbody-suspension-walking-beam-frame.png)
+![walkingbeam2](../images/softbody-suspension-walking-beam-frame.png)
The bogie that holds the truck's four back wheels together.
-![walkingbeam3](/images/softbody-suspension-walking-beam-ingame.jpg)
+![walkingbeam3](../images/softbody-suspension-walking-beam-ingame.jpg)
A concept vehicle in game.
-![walkingbeam4](/images/softbody-suspension-walking-beam-diagram.jpg)
+![walkingbeam4](../images/softbody-suspension-walking-beam-diagram.jpg)
- Black: Structural beams
- Green: The suspension
@@ -135,7 +135,7 @@ There are no significant connections between wheels in independent suspension se
### Swing axle
-![swingaxle](/images/softbody-suspension-swing-axle.jpg)
+![swingaxle](../images/softbody-suspension-swing-axle.jpg)
The swing axle is a small step up from the beam axle. Although it is the most common form of suspension on Pricorde's trucks, it probably produces the worst handling vehicles in the game, due to the way the camber changes when going over bumps.
@@ -151,7 +151,7 @@ Example using swing axles on the rear. The axles on this truck are quite short,
### Double wishbone
-![doublewishbone](/images/softbody-suspension-double-wishbone.jpg)
+![doublewishbone](../images/softbody-suspension-double-wishbone.jpg)
Double wishbone suspension is most common in racing cars and larger passenger cars. The wheels are kept perpendicular to the road through the use of two A-arms, one above the other. It is relatively easy to tune for handling.
@@ -170,7 +170,7 @@ By far and away the most common form of front suspension for passenger cars, the
#### Example 1
-![mcph](/images/softbody-suspension-mcpherson.jpg)
+![mcph](../images/softbody-suspension-mcpherson.jpg)
Old-style example using McPherson strut suspension on the front. The straight line mechanism has been hidden on the right hand side to provide a better view of the overall setup.
@@ -184,13 +184,13 @@ Old-style example using McPherson strut suspension on the front. The straight li
#### Example 2
-![mcphslidenodes](/images/softbody-suspension-mcpherson-slidenodes.jpg)
+![mcphslidenodes](../images/softbody-suspension-mcpherson-slidenodes.jpg)
An example truck using slidenodes to keep the beam count down. No beams in the suspension mechanism have been hidden, the shocks are hold in line with slidenodes.
### Torsion bar
-![torsionbar](/images/suspension-torsion-bar.jpg)
+![torsionbar](../images/suspension-torsion-bar.jpg)
A torsion bar is a simple form of independent suspension that uses a flexible rod to provide spring force instead of a coil spring.
It can be found on many vehicles from the VW beetle, to light trucks and SUVs, or even trailers.
@@ -213,7 +213,7 @@ Example using torsion bar suspension front and rear. You will notice the wheels
### Anti roll bars
-![antiroll](/images/softbody-suspension-anti-roll-bars.jpg)
+![antiroll](../images/softbody-suspension-anti-roll-bars.jpg)
Anti roll bars are stiff beams which run across vehicle axles to lessen body roll when cornering. This makes vehicles hold the road much better when cornering.
@@ -233,7 +233,7 @@ Liftable axles have been implemented in a couple of ways in RoR.
#### Example 1
-![liftaxle](/images/softbody-suspension-liftable-axle-diagram.jpg)
+![liftaxle](../images/softbody-suspension-liftable-axle-diagram.jpg)
Creating a basic liftable axle is as easy as replacing part of the supporting beams with commands. Note that if your commands are too long/too short, your shocks will break. In the picture above, the commands lift the node that the shock is attached to, effectively moving the axle.
@@ -244,7 +244,7 @@ Creating a basic liftable axle is as easy as replacing part of the supporting be
Another way of accomplishing this same concept without stressing the axles is to lift the shocks, instead of the wheel.
The commands will lift the shock and, consequently, the wheel will travel with the shock thus lifting the axle without stressing the shocks. This allows you to have very stiff shocks without fear of breaking.
-![liftaxle2](/images/softbody-suspension-liftable-axle.jpg)
+![liftaxle2](../images/softbody-suspension-liftable-axle.jpg)
- Top image: Axle lowered.
- Bottom image: Axle raised.
diff --git a/source/vehicle-creation/tracked-vehicles.md b/source/vehicle-creation/tracked-vehicles.md
index ed185d0b..ab03131b 100644
--- a/source/vehicle-creation/tracked-vehicles.md
+++ b/source/vehicle-creation/tracked-vehicles.md
@@ -42,8 +42,8 @@ editor (View> Wheels) and remove the wheel when you are done.
**Red dots** = crawler frame nodes, **Black tubes** = crawler frame beams
-![1-frame](/images/caterpillar-slidenodes-01-frame.png)
-![2-frame-3d](/images/caterpillar-slidenodes-02-frame-3d.png)
+![1-frame](../images/caterpillar-slidenodes-01-frame.png)
+![2-frame-3d](../images/caterpillar-slidenodes-02-frame-3d.png)
## Step 2: Making the track links
@@ -65,15 +65,15 @@ doesn't matter, but avoid larger differences. There are some methods for this:
placing the nodes with the ruler.
When the nodes are placed, it's time to define the
-[slidenodes and rails](/technical/fileformat-truck#slide-nodes)
+[slidenodes and rails](fileformat-truck.md#slide-nodes)
in the truck file.
And don't forget to make all track nodes contactable, in order to be driven by the submesh in the sprockets
**Blue dots** = track nodes
-![3-tracknodes](/images/caterpillar-slidenodes-03-track-nodes.png)
-![4-tracknodes-3d](/images/caterpillar-slidenodes-04-track-nodes-3d.png)
+![3-tracknodes](../images/caterpillar-slidenodes-03-track-nodes.png)
+![4-tracknodes-3d](../images/caterpillar-slidenodes-04-track-nodes-3d.png)
**Beams or shocks?** In some cases the track links need to change length
*in order to keep in place on the sliderail, and in most cases it's only about
@@ -82,8 +82,8 @@ And don't forget to make all track nodes contactable, in order to be driven by t
**Purple lines** = shocks
-![5-tracklinks](/images/caterpillar-slidenodes-05-track-links.png)
-![6-tracklinks-3d](/images/caterpillar-slidenodes-06-track-links-3d.png)
+![5-tracklinks](../images/caterpillar-slidenodes-05-track-links.png)
+![6-tracklinks-3d](../images/caterpillar-slidenodes-06-track-links-3d.png)
The shocks don't need to be able to extend or retract much at all,
Maximum contraction and extension values like 0.05 for the shocks should work well.
@@ -107,18 +107,18 @@ In the example below, the size of the sprocket compared to the "bending frame" t
How many sections that are needed depends on size of the track and the length of the track links.
When you have built the basic structure of the sprocket, add the contactable
-[submesh](/technical/fileformat-truck#submesh) and use the "U" option for contact.
+[submesh](fileformat-truck.md#submesh) and use the "U" option for contact.
Since the submesh is supposed to be invisible, simply skip the "texcoords" lines
and add only "cab" lines.
**"Light pink" dots and lines** = sprocket nodes and beams
-![7-sprocket](/images/caterpillar-slidenodes-07-sprocket.png)
-![8-sprocket-3d](/images/caterpillar-slidenodes-08-sprocket-3d.png)
+![7-sprocket](../images/caterpillar-slidenodes-07-sprocket.png)
+![8-sprocket-3d](../images/caterpillar-slidenodes-08-sprocket-3d.png)
Also keep in mind that the sprocket always need to be wider than the track itself.
-![9-sprocket-w](/images/caterpillar-slidenodes-09-sprocket-3d-width.png)
+![9-sprocket-w](../images/caterpillar-slidenodes-09-sprocket-3d-width.png)
**One or two sprockets?**
@@ -131,11 +131,11 @@ see further down for how to make the rotators).
In the example with the 6-section sprocket, it can be done easily by
connect three beams per side like the picture shows:
-![10-2sprockets](/images/caterpillar-slidenodes-10-double-sprocket-3d.png)
+![10-2sprockets](../images/caterpillar-slidenodes-10-double-sprocket-3d.png)
## Step 4: Making the rotator for the driving sprocket
-Now it's time to define [rotator](/technical/fileformat-truck#rotators) for the sprocket.
+Now it's time to define [rotator](fileformat-truck.md#rotators) for the sprocket.
The size of the rotator can without problems be about the same size
*as the sprocket itself, But it's recommended that you don't make the rotators
*too small, for this matter: ((TODO: fix link))
@@ -147,19 +147,19 @@ The size of the rotator can without problems be about the same size
**Green**: Rotator, **Olive green**: beams connecting the rotator to the sprocket
**Orange**: beams connecting the rotator to the crawler frame.
-![11-rotator](/images/caterpillar-slidenodes-11-rotator.png)
-![12-rotator-3d](/images/caterpillar-slidenodes-12-rotator-3d.png)
-![13-rotator-front](/images/caterpillar-slidenodes-13-rotator-3d-front.png)
+![11-rotator](../images/caterpillar-slidenodes-11-rotator.png)
+![12-rotator-3d](../images/caterpillar-slidenodes-12-rotator-3d.png)
+![13-rotator-front](../images/caterpillar-slidenodes-13-rotator-3d-front.png)
The finished result looks something like this (track link beams are left out).
The yellow planes in the 2nd picture are the submesh (will be invisible ingame).
-![14-final](/images/caterpillar-slidenodes-14-final.png)
-![15-submesh](/images/caterpillar-slidenodes-15-final-submesh.png)
+![14-final](../images/caterpillar-slidenodes-14-final.png)
+![15-submesh](../images/caterpillar-slidenodes-15-final-submesh.png)
This is the right track of my crawler crane, viewed in Blender with plugins:
-![16-blender](/images/caterpillar-slidenodes-16-blender.png)
+![16-blender](../images/caterpillar-slidenodes-16-blender.png)
Hope it was helpful!
diff --git a/source/vehicle-creation/vehicle-concepts.md b/source/vehicle-creation/vehicle-concepts.md
index ec5cf23f..162ced00 100644
--- a/source/vehicle-creation/vehicle-concepts.md
+++ b/source/vehicle-creation/vehicle-concepts.md
@@ -19,7 +19,7 @@ Also, if you want to "dress" the chassis with a texture, you can "fill" any node
One important thing is that the interconnection of beams to nodes uses what is known as a ball joint. That means that no force opposes a change of angles between two beams connected to the same node. It may sound abstract, but in practice you will immediately see the result : anything that is not triangulated will fold. To design rigid bodies you must have triangles everywhere, in any direction. So for example, if you have a cubic structure, you must add diagonal rods in all the faces. If you let a square somewhere it will fold, or it will be a soft zone (it will stay rigid because of other parts of the geometry, adding strains to this part).
-![Ball joint concept](/images/concepts-ball-joint.png)
+![Ball joint concept](../images/concepts-ball-joint.png)
Why did we chose ball joints? Because:
diff --git a/source/vehicle-creation/weight-tuning.md b/source/vehicle-creation/weight-tuning.md
index 215353a7..94bea9a6 100644
--- a/source/vehicle-creation/weight-tuning.md
+++ b/source/vehicle-creation/weight-tuning.md
@@ -22,11 +22,11 @@ Since the new physics support this, here is your tutorial:
Here we go...first of all a template truck:
-![Lightweight-truck](/images/lightweight-truck.png)
+![Lightweight-truck](../images/lightweight-truck.png)
300 kg... RoR's first working 200 km/h light weight truck
-[Download here](/download/lightweight.truck)
+[Download here](../download/lightweight.truck)
Its a truck featuring independent suspended front wheels and a rigid rear axle, it has a realistic steering geometry and is basically built for baja(gravel) terrains.
diff --git a/source/vehicle-creation/wheels-axles-steering.md b/source/vehicle-creation/wheels-axles-steering.md
index 792983cf..d94fc50d 100644
--- a/source/vehicle-creation/wheels-axles-steering.md
+++ b/source/vehicle-creation/wheels-axles-steering.md
@@ -2,9 +2,9 @@
## Wheels
-wheels are simply structures that the game creates automatically out of standard features to make creating vehicles easier. They are simply [nodes](/vehicle-creation/fileformat-truck#nodes) connected by [beams](/vehicle-creation/fileformat-truck#beams) with a contactable [submesh](/vehicle-creation/fileformat-truck#submesh). They are unique in that they will rotate when given input to accelerate.
+wheels are simply structures that the game creates automatically out of standard features to make creating vehicles easier. They are simply [nodes](fileformat-truck.md#nodes) connected by [beams](fileformat-truck.md#beams) with a contactable [submesh](fileformat-truck.md#submesh). They are unique in that they will rotate when given input to accelerate.
-[Wheels](/vehicle-creation/fileformat-truck#wheels) are the most basic wheels in the game. The width of a wheel is determined by the distance between the two reference nodes and is composed of pie slices known as rays. The more rays a wheel has, the smoother it will be but will also contain more nodes and beams and consequently lower performance. It is considered good form to keep your rays between 10 and 20.
+[Wheels](fileformat-truck.md#wheels) are the most basic wheels in the game. The width of a wheel is determined by the distance between the two reference nodes and is composed of pie slices known as rays. The more rays a wheel has, the smoother it will be but will also contain more nodes and beams and consequently lower performance. It is considered good form to keep your rays between 10 and 20.
@@ -51,7 +51,7 @@ Now all nodes will be on one level / line even node 1 and 4 aren't mounted prima
## Wheels2
This feature improves the default wheels section by splitting wheels into rims and tires. This allows the player to set tire pressure with the keyboard.
-[Wheels2](/vehicle-creation/fileformat-truck#wheels2) (also known as the "complex wheel model") allows you to separate the wheel [rim] from the tire (tyre). This requires extra syntax, namely specifying the characteristics of the wheel versus the tire. Traditionally the wheel will be very rigid with the tire being much less so. The rigidity of wheels2 tires can be altered by holding [ and ] ingame, resulting in this:
+[Wheels2](fileformat-truck.md#wheels2) (also known as the "complex wheel model") allows you to separate the wheel [rim] from the tire (tyre). This requires extra syntax, namely specifying the characteristics of the wheel versus the tire. Traditionally the wheel will be very rigid with the tire being much less so. The rigidity of wheels2 tires can be altered by holding [ and ] ingame, resulting in this:
Inflated tire |
@@ -70,7 +70,7 @@ Now all nodes will be on one level / line even node 1 and 4 aren't mounted prima
## Meshwheels
-[Meshwheels](/vehicle-creation/fileformat-truck#meshwheels) takes advantage of a mesh's static nature. It also creates a smoother tire. The wheel rim is a standard Ogre3D mesh.
+[Meshwheels](fileformat-truck.md#meshwheels) takes advantage of a mesh's static nature. It also creates a smoother tire. The wheel rim is a standard Ogre3D mesh.
Meshwheels are very similar to normal wheels, but require specification of the wheel rim radius. Likewise, the direction the wheel is facing must be specified in order for the mesh to be rotated properly.1
@@ -139,7 +139,7 @@ w1(5 6), w2(7 8), d(l)
## Axle Rigidity
-See Also: [Suspension](/vehicle-creation/suspension)
+See Also: [Suspension](suspension.md)
The Axle Rigidity keeps the wheel aligned with the axle of the vehicle. It is used to avoid having to make a complex structure in order to hold the wheel in place. In fact, it keeps the two wheel nodes and the defined node in a straight line. This is intended to use with solid non-steerable axles. However, you probably can devise a way to use this as independent suspension.
@@ -161,7 +161,7 @@ The Axle Rigidity keeps the wheel aligned with
### How it is Implemented
-The arm node is implemented through the [wheels](/vehicle-creation/fileformat-truck#wheels) section of a `.truck` file.
+The arm node is implemented through the [wheels](fileformat-truck.md#wheels) section of a `.truck` file.
### Example Vehicle
@@ -173,11 +173,11 @@ A good example vehicle that shows how the arm node works is box5diesel's [Baja T
In the top diagram, the arm node is behind the wheel, so as the wheel spins counterclockwise, it applies upward force to the node(red) in the blue circle, therefore imparting less traction as the chassis is pushed upward.In the bottom diagram, the arm node is in front of the wheel, so as the wheel spins counterclockwise, it applies downward force to the circled node, therefore imparting more traction as the chassis is pushed downward.
-![arm-node](/images/wheels-reference-arm-node.jpg)
+![arm-node](../images/wheels-reference-arm-node.jpg)
## Steering
-Steering is made possible with the use of [hydros](/vehicle-creation/fileformat-truck#hydros). A proven steering set up which involves a diamond wheel support and a small chassis which the suspension is attached to. When this concept is realized, steering is not too difficult.
+Steering is made possible with the use of [hydros](fileformat-truck.md#hydros). A proven steering set up which involves a diamond wheel support and a small chassis which the suspension is attached to. When this concept is realized, steering is not too difficult.
### Wheel Mount
@@ -187,11 +187,11 @@ Steering is made possible with the use of [hydros](/vehicle-creation/fileformat-
-The "wheel" nodes labeled here will become the position for the [wheels](/vehicle-creation/fileformat-truck#wheels). The distance between the two nodes will determine the wheel width. It is wise to make the diamond symmetrical for stability (that is, the height equals the width). You will need one of these for every wheel that is steerable.
+The "wheel" nodes labeled here will become the position for the [wheels](fileformat-truck.md#wheels). The distance between the two nodes will determine the wheel width. It is wise to make the diamond symmetrical for stability (that is, the height equals the width). You will need one of these for every wheel that is steerable.
-If you find your nodes are contacting the ground and obstructing movement, you can make specific nodes non-contactable. See the [nodes](/vehicle-creation/fileformat-truck#nodes) syntax.
+If you find your nodes are contacting the ground and obstructing movement, you can make specific nodes non-contactable. See the [nodes](fileformat-truck.md#nodes) syntax.
-![wheelhub-wheel](/images/wheels-steering-wheelhub.jpg)
+![wheelhub-wheel](../images/wheels-steering-wheelhub.jpg)
### Axle
@@ -207,7 +207,7 @@ If you find your nodes are contacting the ground and obstructing movement, you c
### Hydros
-After the steering chassis is completed, the [hydros](/vehicle-creation/fileformat-truck#hydros) can be added. Hydros are simply beams that change length when you press the right and left arrow keys, and are typically used for steering (although you can use them for other purposes if you so wanted).
+After the steering chassis is completed, the [hydros](fileformat-truck.md#hydros) can be added. Hydros are simply beams that change length when you press the right and left arrow keys, and are typically used for steering (although you can use them for other purposes if you so wanted).
In order to define a hydro, some specific information is needed.
@@ -244,10 +244,10 @@ hydros
The finished axle can look like this:
-![finished-axle](/images/wheels-steering-complete.png)
+![finished-axle](../images/wheels-steering-complete.png)
Don't forget to add suspension (as covered in the previous chapter)
## Braked Steering
-It is possible to have a steering system that only turns one side of wheels. In the [wheels](/vehicle-creation/fileformat-truck#wheels) section, set the `Wheel Braking` value to 2 or 3 for left or right wheel respectively. This works well for emulating tracked vehicles such as bulldozers. These usually do not work well at high speed.
+It is possible to have a steering system that only turns one side of wheels. In the [wheels](fileformat-truck.md#wheels) section, set the `Wheel Braking` value to 2 or 3 for left or right wheel respectively. This works well for emulating tracked vehicles such as bulldozers. These usually do not work well at high speed.