WIP - Beta Released Terex Demag AC 1000-9

That is great! This is a long-awaited crane, I tested its lifting capacity, I lifted 80 tons and 280 tons of weight, his lifting capacity is very strong and beyond the real performance. I tried to change the stiffness of his boom and the weight of the counterweight to make him more realistic. But I found that even if I changed my counterweight to a very small one, his lifting performance still far exceeded the real performance. I don't know what the problem is.:ROFLMAO: Expect more updates, such as the 50m 100m boom without SSL.;)
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oh! that was fast! I'm just testing it before the release haha!!! well I'm gonna do some fixes on this crane and send it back to you so that you can test it and release it as an update i guess...
 
I won't make a version without SSL, because in RoR there are no axle weight limitations unlike in real life, so it's not worth the effort and there is nothing to gain by removing it. :) But yes 50m version will probably come.

Chester what changes are you looking to make?

Keep in mind I've been making cranes in this game for almost 10 years, I can do the Node&beam structure just fine. It's mostly cosmetic stuff like textures that I'm not so good at.
 
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@AIN_002 If I could be bold enough to suggest a simple thing that always bothered me with the AC500... Maybe create a separate .mesh for the beacons to create a more legitimate RP for road travel. I remember the start of this project and am glad to see it being brought back to life.

Cheers.
 
So I think this is ready for a beta release! Download link below.

Use is pretty straightforward. Controls:
F1/2 rotate crane
F3/4 boom up/down
F5/6 hook up/down
F7/8 crane cab tilt
F9/10 Counterweight attacher up/down
F11/12 crab steering

Ctrl F1/2 boom section 1+2
Ctrl F3/4 boom section 3+4
Ctrl F5/6 boom section 5+6
Ctrl F7/8 boom section 7+8
Ctrl F9/10 swing crane cab forward
Ctrl F11/12 Suspension up/down

Shift F1/2 deploy Y-superlift
Shift F3/4 Y-superlift wires to the boom. You must extend the Y-superlift wires (Shift+F4) BEFORE extending the boom!
Shift F5/6 spread outriggers
Shift F7/8 extend front outriggers
Shift F9/10 extend rear outriggers
Shift F11/12 feet up/down

View attachment 5685View attachment 5686

How to attach counterweight
Back the crane towards the counterweight, press K to see skeleton view. Lower the attacher with F10 right above the counterweight, and eventually it will autolock. Hold F9 to pull it up.

View attachment 5687

Old post-------------------------------------;

No folks, you're not dreaming. I'm bringing up our 8 year old project again with permission from my old buddy Craneman.

Will include versions with:
- 100m telescopic boom.
- 50m telescopic boom.
- 50m tele boom + fixed jib.
- 50m tele boom + luffing jib.
- All versions will feature Y-superlift and counterweight attachment system, as the counterweight will be spawned separately.

To do:
- Tune the N/B properties of all versions - almost finished on the 100m version.
- Create the luffing jib version. There was an experimental attempt at creating a system for building your own jib, but hook/lockgroups appear to be buggy and will sometimes randomly break the beams of those hook/lock nodes, so it's not worth the effort right now.
- Solve the counterweight attachment issue.
- Maybe add a few extra meshes and better details, as people today have better computers than back then.
- Hopefully UV map and AO shade the whole thing for easier texture editing and more realistic look. If I ever learn how to use Blender.

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Looks real nice!
 
@AIN_002 If I could be bold enough to suggest a simple thing that always bothered me with the AC500... Maybe create a separate .mesh for the beacons to create a more legitimate RP for road travel. I remember the start of this project and am glad to see it being brought back to life.

Cheers.

Hey, we'll see. :) Sadly I lost the latest project file for the chassis due to not keeping track of my backups properly (never though that would happen to me haha) so it will be if someone can import the current mesh into Blender and separate them. I give users full freedom to import the meshes and improve them. These tiny details are the lowest priority considering the age of this project, and all work is currently put on hold due to being almost 100% busy in life, and because of issues like this: https://forum.rigsofrods.org/threads/how-to-stiffen-hook-hookgroup-ties.799/

If I ever make a new mobile crane from scratch, I'll definitely try to keep these things in mind! But when I get back to modding more actively I have other priorities first, like crawler cranes. :p
 
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