by manually loading the sit file in z-mode. "hillclimb practice" is just the level 1 of the Ymir (artic) planet from Terminal velocity, It has a highway and a top-crush model.Fila wrote: Tue Aug 04, 2026 1:21 am How does one start the hillclimb track in mtm1? I never knew one existed.
Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
They affect the game pads too. Or should in theory.OG_RuDeE wrote: Mon Aug 03, 2026 1:06 pm A couple data points:
(In all tests so far, I always unplug my pad before plugging in the wheel and booting the game, and vice versa.)
With sensitivity at zero and range at 50% (dead zone at 0 for all tests), the wheel does nothing until I turn it about 80 degrees, then it's fully locked by 90 degrees.
Sensitivity 0 and range 80%, no tire movement until around 90 degrees turn, and full lock around 120 degrees (wheel physically maxes out at around 135 degrees, i.e. can't turn more).
Sensitivity 0 and range 30%, wheel movement starts around 45 degrees and ends around 70 degrees.
So, in all, the range of motion getting picked up is very small.
I'm totally fine just cranking the sensitivity up and rolling with that.
Edit: I should have mentioned in my post above on the terrain shadows that I'm running dx11.
Just tried Vulkan, shadows broken there too. Also noticed with Vulkan that on Fila's Holiday that tire tracks are visible on top / in front of pyramids when they appear on the ground behind the pyramid.
Also, I mean to ask, are some of the settings in the controller menu wheel / pad only, e.g. sensitivity and range? If so, can wheel only settings be hidden when a pad is selected and vice versa, or can wheel only settings be labelled wheel so similar?
The AI mentioned this:
Controls page, the live axis bars — the bar fills axis/65535. Ask him to turn the wheel lock to lock and report:
Does the bar go from completely empty to completely full? → calibration is fine, it was purely the curve, and sensitivity 20 fixes it.
Does it only sweep the middle portion? → the axis isn't reaching full scale; that's a real bug and worth chasing.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I'll get to this eventually before releasing as Comm Patch 3.Shockwave_S08 wrote: Mon Aug 03, 2026 10:44 pm In the external camera views, the bottom-center gear-shift indicator is extremely tiny; any way to allow it to use the fonts that the existing upper-left pitboard uses for better visibility?
So basically once I'm done fixing any of the bigger bugs. Feel like we are slowly easing towards it.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
https://www.mtm2.com/~mtmg/misc/Beta0.50hotfix6.zip
https://www.mtm2.com/~mtmg/misc/Beta0.50_manual2.zip <--- updated the manual for those that want it
Man tonight was a rough night, what was supposed to be about 2h of quick fixes turned into 7h because AI was being very trippy and now I am going to bed waaay to late again. sigh
Anyway:
- updated the manual with the pictures. did not make the video work again as i still have to finish the conversions and will rethink then how to approach the video
- fixed the sonic trucks interfering with the navbar
- fixed computer staging. now every truck should stage correctly
- fixed the square shadows but here is my fear from tonight, the AI was being very uncooperative and I'm afraid I might have broken other parts as I was trying to fix that. I even gave up on doing a fix because after 2h it was going nowhere but in circles
- fixed the skidmarks i hope
- in controller options, there is now a button to enable "modern" steering model. This is mostly aimed at wheels so if your gamepads are working fine I don't recommend using it. It's mostly an attempt to get Rudee's wheel to work correctly. Is has new steering wheel code. The game SHOULD keep two profiles saved, one for modern and one for legacy option but I haven't verified it actually works.
- fixed Dark Star. Fixing the startlights at the beginning of the race is what broke Dark Star
(hence why it was red all over)
https://www.mtm2.com/~mtmg/misc/Beta0.50_manual2.zip <--- updated the manual for those that want it
Man tonight was a rough night, what was supposed to be about 2h of quick fixes turned into 7h because AI was being very trippy and now I am going to bed waaay to late again. sigh
Anyway:
- updated the manual with the pictures. did not make the video work again as i still have to finish the conversions and will rethink then how to approach the video
- fixed the sonic trucks interfering with the navbar
- fixed computer staging. now every truck should stage correctly
- fixed the square shadows but here is my fear from tonight, the AI was being very uncooperative and I'm afraid I might have broken other parts as I was trying to fix that. I even gave up on doing a fix because after 2h it was going nowhere but in circles
- fixed the skidmarks i hope
- in controller options, there is now a button to enable "modern" steering model. This is mostly aimed at wheels so if your gamepads are working fine I don't recommend using it. It's mostly an attempt to get Rudee's wheel to work correctly. Is has new steering wheel code. The game SHOULD keep two profiles saved, one for modern and one for legacy option but I haven't verified it actually works.
- fixed Dark Star. Fixing the startlights at the beginning of the race is what broke Dark Star
-
Shockwave_S08
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Feedback with Hotfix 6:
- Not all text renders properly in the Monster Manual, as some of it gets cut off completely at the bottom of any given page, especially in the Cool Stuff category; example picture attached. In addition, the Related Topics link header still shows up in certain pages, despite no links existing under it.
- Getting Help from Microsoft Technical Support page displays twice in the Monster Manual, the first instance having significantly less text than the other.
- The tooltip regarding Steam Deck's inputs certainly helps!
- Scrolling up and down through the pre-race track options is still cumbersome; scrolling down from Favorite Opponents doesn't select the Randomize button, but jumps straight to Sonic Trucks instead. Similarly, the only way to reach opponent/lap count and weather on a gamepad is by either scrolling down from the Randomize button, or up from GO.
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Thanks for the updates. Sorry the AI was giving you the run around. :/
Wheel works wonderfully with modern steering model with what I assume are "default" settings: Exponenet 0%, Speed Sensitivity 35%; separately Dead Zone 0%, Range 70% (might have been from prev. hf). This brings up the question, are there "default" settings for wheel / pad in the various modes, and if so should there be a "Reset to Default" option?
Tire tracks not fixed for me on Fila's Holiday. Still see them near the first right turn of the course showing up through the pyramid on Vulkan.
Shadowing seems fixed, and nothing else is broken that I can tell (tested Vulklan and Dx11)!
Wheel works wonderfully with modern steering model with what I assume are "default" settings: Exponenet 0%, Speed Sensitivity 35%; separately Dead Zone 0%, Range 70% (might have been from prev. hf). This brings up the question, are there "default" settings for wheel / pad in the various modes, and if so should there be a "Reset to Default" option?
Tire tracks not fixed for me on Fila's Holiday. Still see them near the first right turn of the course showing up through the pyramid on Vulkan.
Shadowing seems fixed, and nothing else is broken that I can tell (tested Vulklan and Dx11)!
On that note, the taillights now look much better too. So much cleaner!It's not the 1440. It's the fact that the palette has been done away and everything has been converted to 24bit. Stuff like the lense flare is an additive texture meaning it's supposed to blend in with the surroundings and at 24bit it has significant more color information to do it than when using the color palette.
For this question, I think the issue is resolved with modern steering input, but the axis in game (and Windows calibration) has the bar at centered when wheel is at neutral and bar maxes out with wheel at about 90% of it's range. Not sure what "sweep the middle portion" means, but in game on old steering input I get nothing from -45 to 45 degrees without sensitivity turned up.Controls page, the live axis bars — the bar fills axis/65535. Ask him to turn the wheel lock to lock and report:
Does the bar go from completely empty to completely full? → calibration is fine, it was purely the curve, and sensitivity 20 fixes it.
Does it only sweep the middle portion? → the axis isn't reaching full scale; that's a real bug and worth chasing.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Will have to check this with steam deck. The Stage Three Monster Trucks page for example is not how it shows up on my end (shows up in full and it has the back/close buttons at the end too).Shockwave_S08 wrote: Tue Aug 04, 2026 8:22 am Feedback with Hotfix 6:
- Not all text renders properly in the Monster Manual, as some of it gets cut off completely at the bottom of any given page, especially in the Cool Stuff category; example picture attached. In addition, the Related Topics link header still shows up in certain pages, despite no links existing under it.
- Getting Help from Microsoft Technical Support page displays twice in the Monster Manual, the first instance having significantly less text than the other.
- The tooltip regarding Steam Deck's inputs certainly helps!
20260804075905_1.jpg
- Scrolling up and down through the pre-race track options is still cumbersome; scrolling down from Favorite Opponents doesn't select the Randomize button, but jumps straight to Sonic Trucks instead. Similarly, the only way to reach opponent/lap count and weather on a gamepad is by either scrolling down from the Randomize button, or up from GO.
20260804080032_1.jpg
20260804080256_1.jpg
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Little HD Trees mod for Community Patch 3? Haha, why not?
Evo 2 trees in MTM2.
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Trees would definitely need a big improvement and if I increase the limits, new tracks could have lots of them. Would totally change the look to have an actual forest.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I always appreciated the random tree generation available in the Evo 2 track editor. I think it added a lot to tracks to see vegetation all over the map, especially with the view distance extended to 80 in that game. Something like that would be very cool if you end up increasing the track model limits and start meddling with the Traxx code. Ground vegetation would be a welcome addition too. Being able to make an actual jungle or forest would be wild.
WF2 has some pretty dense trees in areas, and it took them a while (months) to get it running smoothly. Lots of optimization. Though I guess MTM2 is much simpler in many ways, so maybe it'll be easier?
WF2 has some pretty dense trees in areas, and it took them a while (months) to get it running smoothly. Lots of optimization. Though I guess MTM2 is much simpler in many ways, so maybe it'll be easier?
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Once we get there, I will probably have to remake the models page on mtmg and add a HD section. And would start with your evo trees, they do look real nice!
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Thanks about the trees, I always liked the Evo 2 trees.
PS. The pod I made containing the trees just mounts above whatever tracks uses them, and it replaces them. One issue is that the tracks using them all have facing tree type, so the 3d trees are facing. Not sure the best fix for that. An in-game toggle to turn off facing trees would obviously be easiest on the modder's end, but I could also go through and add in updated .sit files with facing trees changed to something else. Was thinking mainly about the evo conversions for this tree update.
PS. The pod I made containing the trees just mounts above whatever tracks uses them, and it replaces them. One issue is that the tracks using them all have facing tree type, so the 3d trees are facing. Not sure the best fix for that. An in-game toggle to turn off facing trees would obviously be easiest on the modder's end, but I could also go through and add in updated .sit files with facing trees changed to something else. Was thinking mainly about the evo conversions for this tree update.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
When you are on sonic trucks, if you hit right it moves to laps and then you can go up and down. but let me see if i can make this more intuitive.Shockwave_S08 wrote: Tue Aug 04, 2026 8:22 am Feedback with Hotfix 6:
- Not all text renders properly in the Monster Manual, as some of it gets cut off completely at the bottom of any given page, especially in the Cool Stuff category; example picture attached. In addition, the Related Topics link header still shows up in certain pages, despite no links existing under it.
- Getting Help from Microsoft Technical Support page displays twice in the Monster Manual, the first instance having significantly less text than the other.
- The tooltip regarding Steam Deck's inputs certainly helps!
- Scrolling up and down through the pre-race track options is still cumbersome; scrolling down from Favorite Opponents doesn't select the Randomize button, but jumps straight to Sonic Trucks instead. Similarly, the only way to reach opponent/lap count and weather on a gamepad is by either scrolling down from the Randomize button, or up from GO.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Btw if anyone wants to try a gamepad with modern steering, the AI is suggesting to use Expo around 20-30 for a gamepad.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
That's because I was tired and dumb. I forgot to place the correct .dll in the zip file again :/OG_RuDeE wrote: Tue Aug 04, 2026 9:40 am Thanks for the updates. Sorry the AI was giving you the run around. :/
Tire tracks not fixed for me on Fila's Holiday. Still see them near the first right turn of the course showing up through the pyramid on Vulkan.
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Whoops! Sorry Fila. :/
I'll test it next time you update, but I'm sure it's fixed.
Tried a pad on modern steering, and you can definitely tell a difference between exponent 0 vs 100, with 100 being softer and nicer toward the center. Slight turns are easier, but it's pretty negligible IMO because the stick has such a small range of motion. The pad on classic steering already worked quite well, I thought.
I'll test it next time you update, but I'm sure it's fixed.
Tried a pad on modern steering, and you can definitely tell a difference between exponent 0 vs 100, with 100 being softer and nicer toward the center. Slight turns are easier, but it's pretty negligible IMO because the stick has such a small range of motion. The pad on classic steering already worked quite well, I thought.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Well the good news is that it sounds like it works for gamepads too and in general, the "modern" option will allow for more customization at least in terms of personal preference. The reason I was asking is because there are default settings and if I know the gamepads work correct too, then I can make a reset to default setting for the separate entries (one for gamepads, one for wheels and locked behind whichever one is plugged in and active in the profiler). So just based on that the "modern" option might be better for game pads too.
- Legend_Of_Wii
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Yeah that's a great idea Fila!Fila wrote: Tue Aug 04, 2026 5:13 pm Once we get there, I will probably have to remake the models page on mtmg and add a HD section. And would start with your evo trees, they do look real nice!
In fact, I was wondering and thinking about how to help you out more, so I thought about stuff involving MTMG itself.
Can I tell you what all I typed?
I'm the creator of the Army Armstrong voice model on Uberduck.ai. 
But Uberduck.ai removed all the contributed voices so that site sucks now.
Will re-upload it soon!
MTM Community Discord Server
https://discord.gg/JvF4sMYRbA
Feel free to join if you wish.
Founder of Team_Legendz
https://truckerlegends.voobly.com/
"Hey buddy, ready to get muddy?" ~ Army Armstrong
Addons is art!
But Uberduck.ai removed all the contributed voices so that site sucks now.
MTM Community Discord Server
https://discord.gg/JvF4sMYRbA
Feel free to join if you wish.
Founder of Team_Legendz
https://truckerlegends.voobly.com/
"Hey buddy, ready to get muddy?" ~ Army Armstrong
Addons is art!
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Make a thread about it. Let's try and keep this about the patches.
- Legend_Of_Wii
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Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Of course friend.Fila wrote: Wed Aug 05, 2026 1:06 am Make a thread about it. Let's try and keep this about the patches.
I wasn't gonna post that all here.
Let's see, I already did my wishlist portion, that was great, so that's a check on my part there.
Soon I will be able to join in to help in the play testing portion sometime in the future with a my current laptop and new mini pc. (specs and such on them will be mentioned later)
So definitely in another thread, the one that I'll make, it's specifically about MTMG with just SOME changes that needs updating and 1 or 2 new thing to add. Keep in mind that it's for LATER, and not at the moment, plus it's best to do something for it slowly and take time on.
But I'll make that thread after I get my rest and sleep now.
These days I'm all about taking time now and keeping things slow so I can enjoy my days better.
Anyway, keep up the good work, and work smart--not hard.
I'm the creator of the Army Armstrong voice model on Uberduck.ai. 
But Uberduck.ai removed all the contributed voices so that site sucks now.
Will re-upload it soon!
MTM Community Discord Server
https://discord.gg/JvF4sMYRbA
Feel free to join if you wish.
Founder of Team_Legendz
https://truckerlegends.voobly.com/
"Hey buddy, ready to get muddy?" ~ Army Armstrong
Addons is art!
But Uberduck.ai removed all the contributed voices so that site sucks now.
MTM Community Discord Server
https://discord.gg/JvF4sMYRbA
Feel free to join if you wish.
Founder of Team_Legendz
https://truckerlegends.voobly.com/
"Hey buddy, ready to get muddy?" ~ Army Armstrong
Addons is art!