1. Pure Rock Crawling
  2. News

Pure Rock Crawling News

TUTORIAL UPDATE

Hi ! I hope you are all doing well ! Tutorial is finally implemented !



In the constant evolution of Pure Rock Crawling, and after many updates some things might be quite tricky to find. That's why, thanks to the implementation of the new UI system and a previous test version of trailer tutorial, I added full tutorial on how to operate your truck, pick a challenge and how to use a rescue trailer. These things will start piling up and without proper explanation they might be confusing and unclear for the new players.



I hope this will help the newcomers to dive quicker in Rock Crawling, and all the veteran players to get up to speed with recent changes in the game. As more new things will be added to the Pure Rock Crawling, more tutorials will come. The game will save your progress regarding tutorials so you won't have to redo them all over. However, this tutorial is an exception, since it covers all of the basics. So, if you have completed the previous rescue trailer tutorial, some things might repeat.

Future updates will utilize this new UI system in upcoming challenges and new features.

Take care !

RESCUE TRAILER

Hi ! I hope you are all doing great ! A new way of recovering your truck is now available !

This update adds the Rescue Trailer, which is your new way of recovering whenever needed. For now, you can test this feature on Red Rock Valley map. At the start there will be a quick tutorial on how to use it.



This implements two important systems for the future development:
  • New trailer physics which are far more stable than the previous iteration. Now weight of the trailer has realistic impact on the vehicle physics. This is done by having a physical connection between the two rather than relying on the physical constraints. In the future I hope to implement back the hauling trailer and other trailer types related to missions. For now, let me know if you encounter any bugs.
  • New UI prompts. These are now used for tutorial on how to use the trailer but will grow in the future to clarify other things in the game.

Other important fixes are:
  • fixed bug that blocked user from binding wheel inputs
  • UI navigation in customization menu is now improved for gamepad
  • suspension physics now are more responsive
  • fixed bug with camera being zoomed to close
  • adjusted camera position to be in the center of vehicle
  • fixed suspension flex differences not changing between suspension types


Cheers and have fun !

DRIVETRAIN UPDATE

Hi ! I hope you are all doing well ! This update focuses on 3 things, input, UI and drivetrain.

Lets start with drivetrain update. Since drivetrain in Pure Rock Crawling is fully physical simulation, which means both torque applied to the differential and difflock can be controlled separately for front and rear. It is direct influence from few updates ago where I reworked the whole system. But until now there was only four wheel drive and difflock on or off for both axles. With today's update you can now disengage 4x4 and remain in 2x4 drive with rear wheels being driven. Additionally you can choose to lock diffs both for front and rear independently. This truly shows the physical simulation behind these systems :)


Adding these options required some improvements in the UI to show the player current status of the drivetrain. So I added whole new UI to the game showing what is currently engaged and whats not. Adding to this I cleaned up the gearbox widget and moved the pitch/roll indicator to make it more clear to read.

Lastly I added indicators of what your key bindings currently are to avoid being confused about what button lock which diff :) Also If you are controller player, UI will show separate icons for gamepad.





*IMPORATNT* for keyboard players

You may encounter problems with key bindings. It could show as having multiple functions attached to one key. To remedy this you may have to delete this file (to be safe make a backup copy of it):

%LOCALAPPDATA% \PureRockCrawling\Saved\Config\WindowsNoEditor\input.ini




Full update list:
  • fixed reverse being overpowered and with no engine sounds
  • fixed gearbox loosing gear after crash
  • ability to change 4x4 to 2x4
  • separate difflock control
  • UI improvements
  • tire grip tweaks
  • UI key mapping hints
  • improvemed gamepad UI settings

As always, if you have any problems or suggestions, let me know in the forums !

Take care and have fun !

SUSPENSION UPDATE

Hi ! I hope you are all doing great ! Smaller update with some fixes.



Follow up to the previous update. For each suspension there are additional parameters that determine how it behaves. For example suspensions with Panhard bar will have a side to side movement depending on suspension compression. It generated a lot physics calculations and was quite heavy in terms of computing.

So I worked with the code behind suspension physics, cleaned it up and made more lightweight. That should hopefully resolve stability issues. Also now ride height preset by lift kit doesn't affect side to side movement, as if you would adjust Panhard bar to not have axle on one side sticking out to far.

Also worked on few parameters regarding synchronization in multiplayer.

Thanks for the help and if you have any issues with suspension, post it on the forums !

Cheers !

HAPPY BIRTHDAY ! - Anniversary Update

Hi ! I hope you are all well ! Pure Rock Crawling is celebrating 5th birthday !



In this update I have addressed a few things that were quite frustrating to deal with for a long time.
First, the tire grip. Before, the main factors defining tires were mass, contact surface, and dimensions, while physical material was always the same. It was not by my urge or purpose to make things simple, but the logic behind such physical tires' behavior was much more complicated at the time. Finally, I came up with a suitable solution to the problem. Now, each tire is categorized with its performance on snow/sand, gravel/road, or rocks. For now, the tire performance is represented in customization menu and will be better visualized later. Second, tires' physics has been also improved, resulting in much better stability at higher speeds.

Suspension characteristics have been also enhanced. Now, every suspension type behaves like it should, with things like the Panhard bars pushing axle side to side and links arrangement making difference to the stability. Alongside this change, the suspension physics are also improved giving better feel and more realistic response.

The engine, gearbox, throttle response, and power curves have been adjusted to sound and perform better. Now, the vehicles change the gears in the auto mode more realistically, sound better, and can drive faster. Also, the new throttle curve allows for a smoother start.

As for the anniversary,
Thanks for the amazing five years ! The way this game evolved during this time is far beyond what i have expected it to be. If anyone is wondering why it is still in Early Access, it is because the scope of the game grew and grew. it was never my intention for it to be this big. Yeah, it could be finished in its original form from 2018 in a year or so. However, having such and an amazing community around who wanted this game to look better and play better, I could not do that. I want this game to be the best I can do, so if that means more time in EA, I am all for it. It just means more updates for you ;) That is not to say, I want it to be stuck in EA forever. I will do my best to finish this game as quickly as I can, but this has to be done step by step and in a manner that will not harm the quality :)

Thanks again ! Cheers !