Games / Simulation

  • Pierre-Michel Ricordel
  • Data Added: January 31, 2013
Rigs of Rods for Windows 0.38.67
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Rigs of Rods is an open source vehicle simulator based on soft-body physics Rigs of Rods is an open source vehicle simulator licensed under the GNU General Public License version 3. What makes Rigs of Rods different to most simulators is its unique soft-body physics: vehicles, machines, objects, etc. are simulated in real-time as flexible soft-body objects, giving the simulation an extremely accurate behavior which entirely depends on the physical construction of the vehicles or objects you create. Features OCoSoft-body physics. Objects according to their weight distribution, construction, and/or suspension (in the case of vehicles). OCoAdvanced flight model based on blade element theory. It allows the accurate simulation of any airplane, based entirely on its physical dimensions and wing airfoils, similar to X-Plane. OCoAccurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell. OCoBasic support for dual-core processing. More multithreading and CUDA support is planned. OCoBasic support for scripting using AngelScript. OCoBased on the OGRE Graphics Engine.Release notes: New ReleaseTE New turbojet physics: Includes a Mig-25 made by Adeodat. And optional heat haze effect and airbrakes physics.TE Added large terrains: you can make terrains as big as 327 km x 327 km. A 100 km x 100 km terrain is included, which is 1:1 scale of the Grenoble region (France).TE Added a new physics operator that allows to rigidify beams where trussing is difficult or impossible. Useful for landing gears and other complex and delicate structures.TE Improved cameras: better chasing camera, better fixed camera for airplanes, better inside camera.TE New mesh wheels: the ultimate wheels graphics quality is now possible. A Dodge Charger beta version by Bonehead demonstrates its use. More to come later in this department..TE Added night maps (beta), to be used in Caelum mode, and changing the time to night time.TE Added a monorail by Thomas, a Formula One by Akoss, ?ber cool foaming Panther firefighting vehicles by Lenni, a textured character by kevinmce with more to come, oh my! [ Rigs of Rods for Windows full changelog ] Note: Download That periodically updates software info, pricing of Rigs of Rods for Windows from the developer. Please confirm all information before relying on it. Software piracy is theft and impact the entire global economy.Distribution of Rigs of Rods for Windows cracked software is generally an illegal act of copyright infringement. Using crack, password, serial numbers, registration codes, key generators is illegal. We donot support crack software licensing and distribute these releases of Rigs of Rods for Windows.

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Rigs of Rods Fire Department Episode 2! - Duration: 12:19. Erhminer 18,262 views. Rigs of rods Crown victoria police car NYPD (WITH LINK) - Duration: 1:07. The Builder J 3,720 views. Rigs of rods car mods police car free download. Rigs of Rods F1 car and rally car Made these cars, one is called F1-3 and the other is Dirt Ripper. Rigs of Rods Emergency Services. All we basically do here is talk about ROR and post pictures everyone is welcome to join. What makes Rigs of Rods different to most simulators is its unique soft-body physics: vehicles, machines, objects, etc. Are simulated in real-time as flexible soft-body objects, giving the simulation an extremely accurate behavior which entirely depends on the physical construction of the vehicles or objects you create.

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This format is text-based and files must have the extension '.soundscript'.

Each soundscript file can contain the description of many sound scripts. Each sound script defines how to play one or many audio files in the context of the vehicle where it is used (using the soundsources section).

A sound script is defined by a line with his name (which is the name you use in the soundsource section of your vehicle description file), then a set of curly braces enclosing parameters.



Sources define which vehicle events or states will influence the sound.


This is the more important source, and it is mandatory. There can be only one trigger source. It will define how the sound will start and stop. Valid values are:

always_onthe sound will always play
enginethe sound will play as long as the car/truck/boat engine is running
aeroengine1 to aeroengine8the sound will play as long as the numbered propeller or jet engine is running
afterburner1 to afterburner8same for afterburners
hornthe horn
brakethe brake pedal
pumpthe hydraulic pump
starterthe engine starter
ignitionthe ignition switch
repairwhen the truck is repaired
airactive air suspension activation
air_purgecompressed air purge
shiftshifting gears
gear_slidegearbox torture
creakstructural creaking
breakbeam breaking
screetchwheel screetching on tarmac
parking_brakeparking brake
aoa_hornStall horn (AOA above 18 degree)
gpws_ap_disconnectAutopilot disconnect
gpws_1010 feet warning
gpws_2020 feet warning
gpws_3030 feet warning
gpws_4040 feet warning
gpws_5050 feet warning
gpws_100100 feet warning
gpws_pull_upwoop woop pull up!


A pitch source will alter the pitch of the played sounds (if they are pitchable). There can be only one pitch source. Valid pitch sources are:

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nonethis is the default, no pitch modulation, with a reference value of 1.0
engine_rpmengine revolutions per minute
turbo_rpmturbo revolutions per minute
to aeroengine8_rpm
propeller revolutions per minute, or jet engine speed in percent
to aeroengine8_throttle
throttle setting of the propeller or jet engine
wheel_speed_kmphwheel speed in kilometer per hour
air_speed_knotsair speed in knots
angle_of_attack_degreeabsolute value of the angle of attack in degree (for airplanes only)
injector_ratiohow much fuel is injected into the engine (from 0.0 to 1.0)
torque_nmoutput torque of engine in Newton.Meter
gearbox_rpmgearbox output speed in RPM
creakstructural creaking effort
breakbeam breaking effort
screetchwheel screetch intensity
pump_rpmhydraulic pump RPM


A gain source will alter the gain of the played sounds (how loud it is heard). There can be only one gain source. Valid gain sources are the same as for pitch sources.

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Modifiers will take output value from the pitch or gain sources, and apply to it a polynomial equation (up to degree 2) to alter the value to match the intended effect. Both modifiers take two or three parameter values (they can be negative value):

  • An offset (default 0.0)
  • A multiplicative factor (default 1.0)
  • An optional square factor (default 0.0)

The equation is : output = offset + mult_factor x source + square_factor x source x source

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The parameter pitch_factors alters the pitch source. It is optional.


The parameter gain_factors alters the gain source. It is optional. The output value of the gain modifier is clamped to the interval from 0.0 to 1.0 before being applied to the sounds.


These parameters define the WAV sound files used by the soundscript. All sounds parameters takes two parameters :

  • a reference pitch value : this is the 'true' pitch value corresponding to the recorded sound. For example, if you record an engine at 100 RPM, the resulting sound will have a reference pitch value of 100, and will be correctly pitched by the source engine RPM (as long as the units match, if not, use the modifiers). You can also use the keyword 'unpitched' to say that this sound shall never be pitched.
  • a WAV file name. This WAV file MUST be mono, and exported as 16-bit PCM with no metadata.


This sound is optional and is played only once at the start of the trigger. There can be only one start sound.


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This sound is optional and played in a loop as long as the trigger holds. There can be many sounds defined. If there are many sounds with different reference pitches, the sounds will be mixed together to obtain the best blend of sounds for a given source pitch. This allows the 'texture' of sound to change depending on pitch.

stop sound¶

This sound is optional and is played only once at the end of the trigger. There can be only one end sound.


Note that you can compose sound scripts by playing several scripts at the same time (with the same trigger). In the following, the full diesel engine sound is composed of the 3 first sound scripts played together.




These are the default soundscripts for RoR. It is divided into sections according to engine type.

Engine (Diesel)¶

Engine (Gasoline)¶

Airplane (Prop)¶

Airplane (Jet)¶

Marine (Large)¶

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Marine (Small)¶

Last update: June 9, 2020
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