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 Post subject: MTM2 Questions
PostPosted: Sun Apr 01, 2007 11:56 am 
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Joined: Thu Mar 29, 2007 4:54 pm
Posts: 25
Location: California
I have a several MTM2 Questions maybe ya can anwser for me.

1 how do you do Donuts in MTM2 on Tracks.

2.How do I get rid of the Trucks MTM2 came with I tried it in Pod removed the Pod Name got an Error could not Open MTM2.

3.how do you guys Run MTM2 by the Keyboard on Game Controller,what is the best way to run mTM2.

4.How come in some of the Realsim MTM2 Trucks Turn over so easy,Like Max D Blue Thunder and the Escalade.I cannot get Grave Digger XX RTS to Roll Over like the Trucks I mentioned above.


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 Post subject:
PostPosted: Sun Apr 01, 2007 12:41 pm 
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Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1822
Location: Winnipeg Manitoba, Canada
Donuts, just find a nice slipery spot :)

or just use soft suspension, and hol da turn, you will eventually start spinning around on one wheel.

Remove truck2.pod
Some peoples games don't work with this removed, I don't know why.


Options/Controls change it to a gamepad, joystick whatever.
If you want to use a game pad, choose gamepad if your game pad is digital only, if it has the mini joysticks, dont choose gamepad, choose joystick/steering wheel.

if you are just using keys, play with the steering response, this makes your truck tires turn faster or slower.

I don't know what you mean by your fourth question

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 Post subject:
PostPosted: Sun Apr 01, 2007 11:02 pm 
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Quote:
4.How come in some of the Realsim MTM2 Trucks Turn over so easy,Like Max D Blue Thunder and the Escalade.I cannot get Grave Digger XX RTS to Roll Over like the Trucks I mentioned above.



That has to do with how the truck is set up when it's made... wheel base, body (Y) height, X~Z and scrape point coordinates all play into handling and stability a great deal. I choose to keep things as close to stock as possible since they (imho) handle best overall, but i've experimented some with trucks that'll drive upside down and others have created highly unstable contraptions that'll flip over just looking at them crosseyed... some will do wheelstands backwards and forwards. MTM truck science. :)


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 Post subject: Re: MTM2 Questions
PostPosted: Sun Apr 01, 2007 11:14 pm 
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Joined: Fri May 04, 2001 2:01 pm
Posts: 495
Location: Bathurst, NSW, Australia
Monster Jam Fan wrote:
2.How do I get rid of the Trucks MTM2 came with I tried it in Pod removed the Pod Name got an Error could not Open MTM2.

You shouldn't remove the TRUCK2.POD file from the POD.INI list, as MTM2 needs that file to run. If you want to remove all the stock trucks from the game, use C-POD to open TRUCK2.POD and disable all the trucks (find the TRK files in the list, e.g. BIGFOOT.TRK, double-click it and from the menu click Disable to turn it off. If you ever want them back just repeat to turn them back on).

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 Post subject:
PostPosted: Mon Apr 02, 2007 10:26 am 
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Joined: Thu Mar 29, 2007 4:54 pm
Posts: 25
Location: California
Thanks Driver for the Info can you explain how to open the Truck2.pod in C-Pod Thanks again.


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 Post subject: Re: MTM2 Questions
PostPosted: Mon Apr 02, 2007 4:35 pm 
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Location: Winnipeg Manitoba, Canada
Drive2Survive wrote:
Monster Jam Fan wrote:
2.How do I get rid of the Trucks MTM2 came with I tried it in Pod removed the Pod Name got an Error could not Open MTM2.

You shouldn't remove the TRUCK2.POD file from the POD.INI list, as MTM2 needs that file to run. If you want to remove all the stock trucks from the game, use C-POD to open TRUCK2.POD and disable all the trucks (find the TRK files in the list, e.g. BIGFOOT.TRK, double-click it and from the menu click Disable to turn it off. If you ever want them back just repeat to turn them back on).


I know your not suposed to, but for some odd reason ive always been able to, and i got no idea why, it works perfectly fine with them out lol.

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 Post subject:
PostPosted: Tue Apr 03, 2007 12:46 am 
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Monster Jam Fan wrote:
Thanks Driver for the Info can you explain how to open the Truck2.pod in C-Pod Thanks again.

Okay, step by step.

- Start C-POD.
- Click File menu -> Open and in the dialog window that opens, if need be browse to where you have MTM2 installed (usually C:\Program Files\Microsoft Games\Monster Truck Madness 2\), and double-click TRUCK2.POD to open it.
- C-POD displays the list of files in the TRUCK2.POD, and a list of their "status" next to it. Find the truck files (these will be listed as TRUCK\name.TRK) and double-click the corresponding status entry (which will be Normal) to turn it to Disabled. Repeat for every truck you wish to turn off.
- Close C-POD and those trucks should be banished from the game.

C-POD reference :arrow: http://mtm2.com/~mtmg/cpod/


Slayer wrote:
I know you['re] not suposed to [unmount TRUCK2.POD], but for some odd reason ive always been able to, and i got no idea why, it works perfectly fine with them out lol.

Okay, the game will work fine without TRUCK2.POD (or any pod for that matter) as long as it doesn't need any files from it. Most addons these days are podzipped, so in the case that they use any files from the stock pods (track textures, or the truck axle model, etc) these can usually be safely removed as such files will be "provided" by the stock pods. (In fact modern pod building tools exclude stock files to begin with as a matter of course.) MJFan has been talking about addon trucks, so he in all likelihood has some trucks that use certain stock files (axles and wheels are the most common culprits) and the pods don't contain those files and are relying on them being present in TRUCK2.POD. If TRUCK2.POD is unmounted, you'll get the missing errors. It's easier to say you shouldn't unmount stock pods as a blanket statement.

In your case, I'd guess you're either not running any addons, running only carefully selected (or fluked) addons, and/or running a TRUCK2.POD replacement that provides those other files - which is why you get no errors.

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 Post subject:
PostPosted: Tue Apr 03, 2007 12:05 pm 
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Joined: Sun Oct 16, 2005 4:39 pm
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Location: Winnipeg Manitoba, Canada
far as i know, nothing i got is pod zipped :).

I never use the thing cause the size change is neglagible to the zip size anyways. And it just causes the mentioned problems.

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