WIP - Beta Released Titans Dragway

Xploder98

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Changelog:

June 6, 2026: The script windows now hide with the rest of the game's GUI.

June 5, 2026: More fixes for the multiplayer version to go along with major revisions on the server side. Added new MP version check in script, so only players using the latest version of the map can play on the server. Made some changes for the MP map, including new spectator grandstands. Added a time slip viewer window, for easy access to information on previous runs during the same session. Players now spawn in with correct rotation.

May 24, 2026: Fixes for the MP version of the map, including not allowing players to stage client-side unless a race has been started server-side. That led to some confusion in a multiplayer test session before. Also, the starter window has been enhanced with tab organization, a display to verify a race is in progress server-side, and a new tab to assign users to a lane from the window. Also in general, updated the staging light logic to turn off when a vehicle leaves the starting line, to better reflect the real-life behavior.






Hello everyone. I've worked on this track for quite some time, probably about 5 years or so off and on. This is quite probably the most advanced dragstrip map in Rigs of Rods history.

This is an 1/8-mile track, which is half of the traditional 1/4-mile distance some may be more accustomed to. In recent years the 1/8-mile distance has become very popular for certain types of drag racing. The original map (which was entitled simply "Drag Strip") had a longer distance but less shutdown area to slow cars down in, so I decided to shorten the racing distance to increase the stopping area. The name "Titans Dragway" comes from two sources of inspiration: the famed Lions Drag Strip of the 1950s and 1960s, and the author of the original mod, TheTitan08.



Now onto a description of some of the track's features:

Titans Dragway features a timing system as close to IRL-accurate as currently possible. Timing checkpoints are set at the traditional intervals of 60ft, 330ft, and 660ft (1/8-mile) and are visually marked by traffic cone objects placed along the center line, which serves as the boundary between the track's two lanes. A lap will be invalidated if the player crosses the center line or if they touch either wall.

After each successful run, the race script produces a "time slip" that gives you all of the vital statistics about a pass, including the all-important elapsed time (ET) and trap speed (presented as "MPH"). Times are reported to a precision of .001 second, which is the standard precision displayed for professional drag racing.

There is a starting tree system that should be familiar for any drag racing fans. It has pre-stage and stage "beams", which are modeled after the real-life light beams that inform the timing system when a vehicle has reached the proper starting position for a pass. There is an animated staging tree model on the track as well as a GUI window like the ones used in classic drag racing video games. For drag racing fans: the starting tree supports sportsman (traditional 3-2-1 countdown) and professional (all lights at once) starts, and the interval between lights can be set to .500-or .400-second. In general, you shouldn't need to bother with those settings if you're new to drag racing, but if you want to try different start types the options are available to adjust as desired.

It works almost identically to the real thing, so a drag racing 101 video on YouTube will be helpful to explain the basics if you're completely new to how drag racing works. A green light indicates a valid start, but a red light indicates starting too early. The "RT" (reaction time) on the time slip indicates how long it took the player to react to the green light and cross the starting line after the countdown was completed.

The track also features a "prepped" surface by default, which uses a custom groundmodel with increased friction to simulate being stickier and grippier than the default asphalt. In real life, most drag strips are treated with a combination of tire rubber and a traction compound such as PJ1 TrackBite or VHT to increase grip levels for high-powered vehicles. A surface that lacks such an adhesive is called a "no prep" surface. To my knowledge this has never been done before this project, and an early version of this was the basis for the surface used on the Rock Falls Raceway launch pad.



This download includes a few versions:
  • Default (prepped)
  • No prep (default asphalt/concrete friction settings)
  • Multiplayer (same as default, with a special script designed for a custom server that supports online synchronized racing. Will not work in single-player!)
  • Multiplayer no prep (same as multiplayer, but using the no prep surface)

I have a server already set up for the MP version of the map that you all may have seen before. It also seems to be fairly groundbreaking in that it offers synchronized starts and provides a way to have each player's game send the results so the server can compare and automatically determine the winner. Because it is comparing recorded times from each player rather than visually judging the finish line, it should in theory not be dependent on issues like lag. For any big drag racing fans out there, the MP version supports heads-up, index, and bracket racing, complete with allowing dial-ins and enforced breakout rules. TL;DR it should be able to handle almost every standard format of drag racing with ease ;)

There is a slight problem in that it is intended for someone to operate the system manually as a race starter, so it's probably not the best choice for casual use right now. It would be great for organized drag racing though, even planned events if there was enough interest. In time I may devise a way to have a simplified self-serve mode for the online system, but in the meantime I'll probably set up another server for the single-player version of the map so it can be enjoyed in some form in multiplayer if there is no one available to operate the MP system.


I will probably come up with pictures and perhaps a "how to drag race" guide at some point, but I wanted to finally release the track in its current state to the public after years of holding on to it. Pardon the big text wall as well, as I felt it was necessary to highlight some of the important features I spent countless hours researching, implementing and testing.




Hope y'all enjoy!
 

Attachments

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nice map

1778392867952.png
 
I didn't really bother with visual things because I was so focused on getting the functionality where I wanted it.

I could perhaps work on making it look nicer in the future, but the way it is now allows for high FPS even on lower performance computers. Having high framerates is vital because the game can only count time by frames, so lower FPS = lower precision.

One thing I did want to try at some point is functional scoreboards, which may liven things up a bit.
 
I didn't really bother with visual things because I was so focused on getting the functionality where I wanted it.

I could perhaps work on making it look nicer in the future, but the way it is now allows for high FPS even on lower performance computers. Having high framerates is vital because the game can only count time by frames, so lower FPS = lower precision.

One thing I did want to try at some point is functional scoreboards, which may liven things up a bit.
to add graphic details are available to help you, pipo shops signs road signs and billboards
 
Update as of May 24, 2026.

  • Fixes for the MP version of the map, including not allowing players to stage client-side unless a race has been started server-side. That led to some confusion in a multiplayer test session before.
  • The starter window has been enhanced with tab organization, a display to verify a race is in progress server-side, and a new tab to assign users to a lane from the window.
  • In general, updated the staging light logic to turn off when a vehicle leaves the starting line, to better reflect the real-life behavior.
    • For the MP version, this necessitated a new set of client messages to communicate when the client has turned the staging lights on and when they are off. Thus the previous release will no longer work on the multiplayer server
  • Removed an old Test version I overlooked in the initial beta release.

Please download the updated ZIP from the first post. The previous version will NOT be compatible with the multiplayer server anymore, because of some updates to client-server communication.
 
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Update for June 5, 2026:

  • More fixes for the multiplayer version to go along with major revisions on the server side
  • Red lights now negate previous green lights, so both will no longer be on at the same time
  • Added new MP version check in script, so only players using the latest version of the map can play on the server
  • Made some changes for the MP map
    • Truckshop removed, replaced by two open truck spawners
    • Placed a few gazebos around the map, including over the pads that trigger the truck spawners
    • Added repair shops on the sides of the return roads
    • Added grandstands from F1 Test Track for multiplayer spectating
  • Added a time slip viewer window, for easy access to information on previous runs during the same session
  • Implemented the still-relatively-recent PlayerRotation line in the terrn2, so players can spawn with the correct rotation now
Please download the updated ZIP from the first post. The previous version will NOT be compatible with the multiplayer server anymore, because of some updates to client-server communication and the new MP version check.
 
The updates so far have mainly been focused on the MP map, since that's where most of the development work is along with the custom server scripting. I plan to bring some updates to the single player versions as well, including AI waypoints (won't actually trigger a race currently). I also plan to expand the functionality of the time slip viewer by offering a "save to text file" option similar to how 1990s drag racing simulators did it. I'm still more focused on adding functionality rather than visual changes, but over time I might add some things on. Functional scoreboards is a big one, and once I research and test how adding environmental sounds via script works, maybe some speaker objects placed around the map to play some preselected music for that at-track ambience. 😁

Here is a picture of what the MP map looks like now (yes I do realize the spawners are a bit crooked lol). It seems a little more useful for multiplayer usage. I'm thinking of adding pits along the return roads, a road into and out of the repair shop on each side, and maybe using some more traffic cones to help direct traffic. I think space could be utilized a little better if the open spawners would actually spawn vehicles inside the spawn area and not completely outside of it...

Rigs of Rods version 2026.05-dev-4680c05 6_5_2026 1_35_15 PM.png
 
By the way, I'm planning a test-and-tune session later today for this map on the Titans Dragway server, around 9:00pm ET. It will be a relaxed atmosphere and beginner-friendly, so feel free to stop by and try your hand at some friendly drag racing or even just taking a seat in the grandstands and watching for a while. Either way, everyone's welcome to stop by :)

To see that time (June 5, 2026, around 9:00pm ET) in your time zone, try this nifty link:
https://zonr.dev/BxNqM0EA
 
Update for June 6, 2026:
  • Added the ability to hide the script windows when the control for hiding the GUI is used (keeps track of the ui_hide_gui CVar)
This should make it easier to have a clean screen for screenshots, as was suggested after yesterday's test-and-tune session. Another is happening today at the same time, by the way.

Please download from the first post. This will be compatible with the MP server still, as this update was rather small.
 
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Does anyone know where I can get an NHRA funny car?
I'm trying to achieve the fastest stable land speed and my current car , the omega ten keeps falling over at 325 kmh , so I want a funny car since it probably won't fall over.
 
Does anyone know where I can get an NHRA funny car?
I'm trying to achieve the fastest stable land speed and my current car , the omega ten keeps falling over at 325 kmh , so I want a funny car since it probably won't fall over.
As far as I know there are no funny cars in RoR, only the BBD SSC.

 
The updates so far have mainly been focused on the MP map, since that's where most of the development work is along with the custom server scripting. I plan to bring some updates to the single player versions as well, including AI waypoints (won't actually trigger a race currently). I also plan to expand the functionality of the time slip viewer by offering a "save to text file" option similar to how 1990s drag racing simulators did it. I'm still more focused on adding functionality rather than visual changes, but over time I might add some things on. Functional scoreboards is a big one, and once I research and test how adding environmental sounds via script works, maybe some speaker objects placed around the map to play some preselected music for that at-track ambience. 😁

Here is a picture of what the MP map looks like now (yes I do realize the spawners are a bit crooked lol). It seems a little more useful for multiplayer usage. I'm thinking of adding pits along the return roads, a road into and out of the repair shop on each side, and maybe using some more traffic cones to help direct traffic. I think space could be utilized a little better if the open spawners would actually spawn vehicles inside the spawn area and not completely outside of it...

View attachment 30724
wait it, I downloaded the file in the first post several times without finding this update, please load it, thx
 
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