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  1. Last week
  2. : You can find the details for this event on the announcement page here. View the full article
  3. Please join us as we celebrate our new Iberia DLC releasing tomorrow, April 8th, by participating in our latest World of Trucks event[worldoftrucks.com] - Cruising Iberia! Experience this vast, beautiful and historic peninsula, while on the job. Originating from the Ancient Greek word Ἰβηρία (Ibēríā), used by Greek geographers, the Iberian Peninsula is over 580,000 km² in size, so it's our largest DLC yet, with 49 cities available to choose from, each offering a wide array of cargoes. We are inviting you all, our #BestCommunityEver, to take up the challenging community goal of driving 250,000,000 km while delivering cargoes to or from any city in Iberia. While you are #CruisingIberia, we encourage you to visit the many beautiful coastal cities on the north, east, and southern coasts. Iberia's two largest industrial powerhouses are Portugal and Spain. Their combined exports include, but are not limited to, textiles and apparel, food and beverages, metals, chemicals, wood products, oil refining, fish canning, rubber and plastic products, electronics and telecommunications, rail transportation and aerospace equipment, ship construction, and of course tourism. Drivers will also have the opportunity to transport and deliver a variety of equipment and produce within the important fresh fruit and vegetable industry sector across Spain and Portugal. Newly created prefabs represent a wide variety of different farms that can be found in Iberia including large commercial farms and vineyards. Of the 49 cities, we really want you to see at least 20 of them. So, we're offering a special reward for completing your personal goal, which will require you to deliver cargo to or from your chosen 20 cities. All jobs for the event need to be 200 km or more, so please be sure to read the rules. And, of course, you can use your own trailer during all of this in the external market! Iberia also features viewpoints! For the very time in Europe, you can enjoy handcrafted cinematic views, highlighting the many attractions that can be found. A sample of them are: Visit the ancient port of Santander, the capital of the autonomous and historical region of Cantabria.Drive over the impressive Guadiana International Bridge, the southernmost land crossing on the Portugal–Spain border.View the striking Solar Power Tower of Andalusia, the world's first commercial concentrating solar power tower that took four years to build.Cruise through the Port of Valencia to smell the fresh sea air in the busiest port in the Mediterranean and the fifth busiest in Europe.Experience the beautiful City of Barcelona, the capital and largest city of Catalonia, known for its art and architecture.Let's go cruising Iberia while contributing to its impressively large industry! Get ready for the journey of a lifetime, because we've only scratched the surface of what this latest DLC brings to Euro Truck Simulator 2. As always, we can not wait to hear your thoughts about this vast, beautiful, colorful, varied, culturally rich, and historic peninsula. Rules Using External Contracts or External Market, with a World of Trucks[worldoftrucks.com]-connected profile in Euro Truck Simulator 2, the community goal is to drive 250,000,000 km while delivering cargoes to or from any city in Iberia. When a player completes delivery to or from any 20 unique Iberian cities, they will achieve their personal goal. All jobs for the event need to be at least 200 km or more. You can check if your recent deliveries met these conditions using your Log Book[worldoftrucks.com] in your World of Trucks profile. Rewards Personal goal Players that deliver cargo to or from 20 unique Iberian cities will gain a personal World of Trucks Achievement and an impressive, Iberian Lynx-themed, ETS2 truck paint job Steam inventory item. Community goal When the community goal of driving 250,000,000 km during deliveries to or from any Iberian city is met, and if the player has also achieved their personal goal, then they will receive a Plush Iberian Lynx toy and an Iberian Mask Bobblehead ornament as Steam inventory items. Note: In order to qualify for the community rewards, you must complete at least your personal goal in Euro Truck Simulator 2. Each reward will be a Steam inventory item for Euro Truck Simulator 2. Once completed, claim your reward on the Events page on your World of Trucks[www.worldoftrucks.com] profile. The event will be concluded on Tuesday the 11th of May at 23:59 UTC. We can't wait to see you all out there exploring Iberia, there's so much to see, and we're really looking forward to seeing your photos as you cruise through this brand new map area! Share your screenshots and videos with us using the hashtag #CruisingIberia on our Facebook[www.facebook.com], Twitter, and Instagram[www.instagram.com] profiles and we will share our favourite ones (we may even feature some of them in an upcoming blog post!). View the full article
  4. Earlier
  5. Last week, we started a short "hype-building" social media campaign by adding the new Renault Trucks model under a red cover in front of a few Renault Trucks dealerships in Euro Truck Simulator 2. We called for our community to share their screenshots of it under the #RenaultTrucksEvolutionIsComing hashtag on Twitter, Instagram, and Facebook. As always - you guys and girls did not disappoint! In these few days, there were more than 2500 tweets and 700 Instagram[www.instagram.com] posts. A few lucky winners have already been selected and rewarded by the Renault Trucks team with some really cool items from their merchandise shop! Congratulations! Now it's time to imaginarily pull off the red sheet! Lights on! Cameras are rolling, and the paparazzi have their quick fingers on their camera shutters. Are we all ready to welcome the Renault Trucks T Evolution and Renault Trucks T-High Evolution to the game, in a trucking industry first-of-its-kind through a video game before the real event? Let's do this! We are happy to announce that it is now available for everyone in ETS2 on Steam! It is a very remarkable milestone for us, and we are honoured and proud that our track record, alongside the importance of our #BestCommunityEver, have helped create so strong a position for us in the automotive industry that we are able to work on a cooperation like this. We believe that our fanbase will love the new design and that many of you will head straight to the closest Renault Trucks dealership in the game to buy a new model, or three. But the addition of this new evolution of Renault Trucks is not where it all ends! After some deep discussions with our friends over at Renault Trucks, we devised a novel idea to recognize and memorialize this awesome cooperation and connection between the automotive industry and our virtual trucking community. Yes! You the fans of Euro Truck Simulator 2 will have the incredible opportunity to create and vote for your favorite community-created design for the new Renault Trucks T High Evolution. A design that will be created and showcased across both realms - in the real world and in our game! Starting from tomorrow, the 7th of April, and lasting until the end of the 25th of April, 2021, everyone can get creative and participate in our very special Renault Trucks Evolution Design Contest! You can wrap your design on a truck in ETS2, like a modder, or download images[download.eurotrucksimulator2.com] of the Renault Trucks T High Evolution and use your favorite software to paint/draw/compose on it. You can even print these images, draw on them and scan them/send the final images of your application! Everything you need to know is on this special landing page[tckevolution.renault-trucks.com] developed especially for this contest! We highly suggest you to read the regulations[tckevolution.renault-trucks.com], and terms and conditions very carefully! After the 25th of April, 2021, a jury team comprising of people from Renault Trucks & SCS Software will browse all valid entries and pick the 5 best and most suitable designs. These designs will then be voted on by our community to decide the ultimate winner from the 30th of April to the 2nd of May, 2021 on a special website created by Renault Trucks. Now a few words about the rewards, shall we? All of the 5 finalists will receive very cool rewards kindly provided by the exclusive sponsor of this campaign, Thrustmaster[www.thrustmaster.com]. Winners will receive their amazing T150 steering wheel! And what about the ultimate winner, the one and only design that will win the community's final vote? Well for that person we have prepared something very special. Their design will actually be recreated by the team at Renault Trucks on one of their production trucks and revealed in a special event around Summer 2021 at Renault Trucks headquarters in Lyon, France. The creator of this design will get an expenses-paid VIP invitation to this special celebration, to be the star of the night, to see the truck, to test-drive it, and to enjoy a good time with people from SCS Software and Renault Trucks.* The real truck in the winning design will thereafter be displayed as prominently at the Renault Trucks dealership in Lyon, France, as a monument to this amazing cross-over between virtual truckers and the automotive/trucking industry! Plus, we will bring this design into the game as an exclusive paint job as well! We have probably just put a lot of pressure on everyone wanting to participate in this contest, right? This is definitely something worth taking part in, as the winner will literally become a legend of the ETS2 virtual world! Would you like to ask some questions about the truck, or get to know more details about the design contest? We've got you covered! Join us today from 18:00 CEST time on Twitch[www.twitch.tv], YouTube, or Steam as we will do a very special stream on this topic. And we won't be alone because we will have a very special and VIP guest joining us directly from France - Mr. Paul Daintree, Director of Design at Renault Trucks! We can't wait to introduce him to our amazing fans! *The planned reward of an expenses-paid trip to the launch event in Lyon might be subject to change, as neither SCS Software nor Renault Trucks can guarantee that future COVID-19 travel and safety restrictions will allow such an event to take place.View the full article
  6. With the final touches being made to the Iberia DLC, we are excited to announce a release date for this highly anticipated addition to Euro Truck Simulator 2. Iberia will be released on April 8th, 2021 at 7pm CEST And if that announcement date hasn't got you excited enough, then we are sure that this video trailer showcasing the Iberian Peninsula will! That is not all however, prior to Iberia's release, we will be hosting a very special release live-stream on April 8th, starting at around 16:50 CET. This stream will feature a variety of special guests involved in the creation of this DLC along with the possibility of a few extra surprises too. You can watch along live on the day on our official Twitch channel[www.twitch.tv], YouTube channel, or on Steam, so don't miss out! We will also be bringing a special World of Trucks in-game event with the release of Iberia. Be sure to keep an eye out in the near future for more information on how you can take part and how you can earn unique in-game rewards! If you are ready to visit Iberia, then make sure to add it to your Steam Wishlist! Even this close to its release it still really supports the development and release of our upcoming content. We thank you for your patience and continued support for the release of this highly anticipated addition to Euro Truck Simulator 2! https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  7. Located in the northwest corner of the U.S State of Wyoming, you'll find the town of Jackson, the gateway to the Grand Teton National Park. Framed by four elk-antler arches, the Town Square is the picturesque centerpiece of Jackson. It serves as a meeting place for shopping, dining or just somewhere to relax. Attracting more than 3 million visitors a year, Jackson boasts one of the best skiing locations in the state and is home to three ski resorts. Characterized by 19th-century log cabins and Western-style architecture, travelers visiting Jackson in our upcoming Wyoming DLC for American Truck Simulator, will surely enjoy all that the town and its surrounding areas have to offer. But not every visitor to Jackson is visiting for leisure. The town features a good variety of industries that support the local economy. From farms to local businesses, truckers will find no shortage of jobs delivering to and from this scenic area. Already making plans to visit Wyoming in American Truck Simulator? Then make sure to add Wyoming to your Steam Wishlist! It really helps supports us in the development and release of our upcoming content. We thank you for your support. https://store.steampowered.com/app/1415692/American_Truck_Simulator__Wyoming/View the full article
  8. In the past few days the internet, and especially the automotive side, has received some very interesting and cool news bringing together Euro Truck Simulator 2 and Renault Trucks. Those with sharp eyes and attentive ears probably already heard and read about what the CEO of Renault Trucks, Bruno Blin, has announced at a very special press conference. Today we can also confirm that this is not just a dream, but it's really happening. The latest, and as of now still officially unrevealed Renault Trucks T and T-High facelifted models, will arrive in the Euro Truck Simulator 2 universe on the 6th of April, 2021 in a free update. This is going to be the very first time in the automotive industry that a new truck model is revealed exclusively through a videogame before any real-life event. We are honoured and proud that thanks to our excellent relationship with Renault Trucks and their recognition of the importance of our #BestCommunityEver, this amazing milestone will actually be achieved! But before we put this evolution into ETS2, let's first play a small game with you, shall we? You may have noticed that ETS2 has just received a very small update on Steam; what was in it? Well, hop into your current Renault Trucks vehicle, drive to the closest major Renault Trucks dealership and find out! The new T-High is parked there! Yes, it's currently hidden under a red cover, but that will change very soon. Let's show our friends over at Renault Trucks how excited we all are. Just take a screenshot of the new vehicle under the red cover and post it on Twitter, Instagram, or Facebook with the hashtag #RenaultTrucksEvolutionIsComing. Plus don't forget to tag both SCS' and Renault Trucks' profiles so we won't miss it. Later on, we will randomly pick 5 lucky winners who'll receive a special gift selected from the Renault Trucks merchandise range! View the full article
  9. The Iberian hype train is reaching its maximum speed and we are not sure if its engine can continue building pressure. Yet, we still are going to work it a little bit harder with today's blog post. We are in very close touch these days with the teams working on the final tasks for Iberia DLC, and with each passing day, we are getting increasingly confident statements from their side. Some time back, we dared to announce that this upcoming, and by far the biggest map expansion to-date for Euro Truck Simulator 2, will be released in April 2021. If everything goes at the same pace and in the same positive direction, we think we'll be ready to announce the exact release date next week. And it might even be sooner than you think. Plus we also think that the first waves of early-access Iberia keys for our most loyal and trusted influencers may depart our mailboxes next week as well! Be sure to keep an eye on your inbox, if you're a creator or gaming media representative, as you might receive an invitation soon. With the actual release of the Iberia DLC, we are also preparing a few special things for you. First, you can look forward to (and we hope that you'll accompany us for) the special Iberia release live stream full of developer Q&A, some cool behind-the-scenes info of this map expansion, and also featuring Pavel Sebor who will hit the release button at the end of the stream with us! For those who'll be in the mood to cruise in Iberia, we will have a treat! But no more spoilers on that now! Through the development of Iberia, we asked you many times to add this DLC to your Steam wishlist. You might not see this as an important thing, but it really helps us a lot with the development of any of our bigger projects. So far more than 576 000 Steam users have added Iberia to their wishlist! That's amazing! Thank you for your support! Now we think it's a good time to reward you for that. Post an image of your Steam wishlist with the Iberia expansion in it under the #ReadyForIberia hashtag on Twitter or Instagram[www.instagram.com], and tag us in. In the following days, we'll randomly pick 5 lucky winners who'll receive a free Iberia Steam key 3 hours before its release! https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  10. Minor Features Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. more[forums.factorio.com] Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters. The announcement of player death now contains GPS tag with the location. Balancing Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force. Bugfixes Fixed incorrect color lookup table interpolation for ambient light around noon. Fixed that built electric pole from map view was also opened with the same click with alternative key binding. more[forums.factorio.com] Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. more[forums.factorio.com] Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. more[forums.factorio.com] Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint. more[forums.factorio.com] Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous. more[forums.factorio.com] Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt. more[forums.factorio.com] Fixed that renaming Spidertron didn't trigger on_entity_renamed. more[forums.factorio.com] Fixed that disabling side menu guis through script would sometimes leave an empty frame. more[forums.factorio.com] Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations. more[forums.factorio.com] Fixed that focus-search didn't in some GUIs work while in the map editor. more[forums.factorio.com] Fixed that chat icon selector didn't remember the last opened tab when used outside the game. Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window. Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search. Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available. more[forums.factorio.com] Fixed rare crash when using Map editor -> Convert save. more[forums.factorio.com] Fixed electric pole connection consistency issue related to fast replace of modded entities. more[forums.factorio.com] Fixed that building by moving ignored the position where the player built the last entity. more[forums.factorio.com] Fixed a crash that could happen when viewing the tooltip for certain types of ammo. more[forums.factorio.com] Fixed that ammo tooltips sometimes wouldn't show damage info. more[forums.factorio.com] Modding Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular. Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded. more[forums.factorio.com] Loaders are now able to take or insert more than 1 item per transport line per tick. more[forums.factorio.com] Gui Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally. Unified the search button in the mod settings GUI. Improved some descriptions in Map Generator GUI. more[forums.factorio.com] View the full article
  11. Hot on the heels of yesterday's ATS update, we are excited to announce the highly-anticipated arrival of update 1.40 for Euro Truck Simulator 2 as well! [1.bp.blogspot.com] We'd like to thank all those who took part in the 1.40 Open Beta, made bug reports, and provided general feedback on this new version. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.40 update for ETS2? Let us give you a quick recap of the most significant changes. New Visual Lighting System One of the biggest changes you'll notice when you first hop into your truck cab is the implementation of our new visual lighting system. To prepare for this new lighting system, our teams had to make a lot of changes not only to our graphic renderer, its code, and other functionalities, but also to existing in-game world objects; including a majority of the in-game assets, textures, and materials to better work with the new physical model of the new lighting system. Want to get an in-depth look into what we had to revisit to make this major graphical change happen? Read more about it here[blog.scssoft.com]. We are very excited for you to be able to experience and immerse yourself in driving in the new light. The result is the culmination of a ton of hours by our programmers and visual effect artists and many other teams involved in the creation process of this new system. And even after this tremendous amount of work already spent in this area we are still not completely done. You can expect further changes and improvements to be done in the future. So while the open beta is done, we are still open and more than happy to get your feedback and opinions about this new graphics upgrade for our games. Revisiting Germany 1.40 also brings the final phase of our Revisiting Germany project[blog.scssoft.com] which a small team of mappers has been working on. For those who are new to our game, the Revisiting Germany project consists of a small dedicated map team, who has been working hard to update one of the oldest map sections of the base game with a more realistic and up-to-date look. The biggest change that comes with this update is a complete reskin and rework of all the highways and roads in this part of our in-game world, which was not retouched in previous updates. Additionally, the areas around Dortmund, Köln, Dusseldorf, and Duisburg have not only benefitted from a complete road network redesign but a few new intersections and roads as well! The southern part of the Bundesautobahn 7 is now available in this update. Vive La France ! New Cities With the upcoming release of the Iberia expansion for Euro Truck Simulator 2, we know that many drivers will be excited to progressively make their way down Europe to cross into the peninsula for the first time. With France being mainland Europe's gateway to Spain and Portugal, our team has developed 2 new French locations which are a part of a free update to the Vive La France ! DLC coming with 1.40. The first of these is the city of Bayonne, located in the southwest of France; it is the capital of the French Basque Country and an important connection for drivers heading to Spain as it is located close to the border. The second location is the smaller commune of Lacq, which is located in the Arrondissement of Pau. While this small village is going to be just a scenic drive-through for most, Lacq is home to the largest refinery in France. Both of these areas plus two new connecting junctions in Toulouse and Bordeaux come as a free update to the Vive La France ! DLC for Euro Truck Simulator 2, which we originally announced would arrive with the release of Iberia. However, with them being ready now, we thought it would be a nice surprise to include them early in this update. Super Stripes Paint Jobs Pack Update Our latest ETS2 DLC is also about to get an update - two of the amazing designs in the Super Stripes Paint Jobs Pack have been expanded and are now applicable on owned trailers! And believe it or not, there was a small social media experiment behind the choice of the two paint jobs that were picked for this upgrade. Back in November 2020, we wrote several short and seemingly insignificant posts on our Euro Truck Simulator 2[www.facebook.com] and SCS Software[www.facebook.com] Facebook pages, where we called upon our community to cast votes on which DLC designs you liked the most. Today we are happy to share with you that the two most popular designs are getting an upgrade so that everyone can match these designs on both trucks and trailers! Your engagement and activity on our social media channels really do matter! We can't wait to see all the beautiful matching combinations on your vehicles. This may be a good opportunity for some VTCs to redesign their virtual corporate identity! Changelog Visual New Visual Lighting System Map Germany Reskin New French Cities (Vive La France ! DLC) Vehicle Two new paint jobs (from the Super Stripes Paint Jobs Pack) for owned trailers UI Full-text city/company search in the job selection screen Improved vehicle adjustment menu (F4)View the full article
  12. With lots of testing, feedback, fixing, and fine-tuning, we are excited to announce the highly anticipated arrival of update 1.40 for American Truck Simulator! We'd like to thank all those who took part in the 1.40 Open Beta, made bug reports, and provided general feedback on this new version. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.40 update for ATS? Lets us give you a quick recap of the most significant changes. New Visual Lighting System One of the biggest changes you'll notice when you first hop into your truck cab is the implementation of our new visual lighting system. To prepare for this new lighting system, our teams had to make a lot of changes not only to our graphic renderer, its code, and other functionalities, but also to existing in-game world objects; including a majority of the in-game assets, textures, and materials to better work with the new physical model of the new light system. If you've missed our special and in-depth article on this topic, you can make yourself a big cup of tea/coffee and read it here[blog.scssoft.com]. We are very excited for you to be able to experience and immerse yourself in driving in the new light. The result is the culmination of a ton of hours by our programmers and visual effect artists and many other teams involved in the creation process of this new system. And even after this tremendous amount of work already spent in this area we are still not completely done. You can expect further changes and improvements to be done in the future. So while the open beta is done, we are still open and more than happy to get your feedback and opinions about this new graphics upgrade for our games. Extended Chassis Update Our vehicle team has worked hard to bring you a range of long and short chassis types, allowing you to customize your truck for the job at hand. This update will feature 4x2, 8x4, and 8x6 chassis types which are used for a range of different trailers. 4x2s, also known as single-axle trucks, are frequently used for local distribution deliveries by supermarkets and by logistic companies for hauling doubles. 8x4 and 8x6 chassis are the big guns of the heavy-haul industry and can handle just about any load you decide to take on. All of these new options bring more variety to you - the driver! We hope you enjoy this awesome addition to 1.40! Here's a full list of all the new extended chassis options now available in 1.40: Freightliner Cascadia: Day cab 4x2 Mack Anthem: Day cab 4x2 International LoneStar: Day cab & Sleepers 8x4 Peterbilt 389: Day cab & Sleepers 8x4 & 8x6 Volvo VNL: Day cab 4x2, Day cab & Sleepers 8x4 Peterbilt 579: Day cab 4x2 Kenworth W900: Day cab & Sleepers 8x4 & 8x6 Kenworth T680: Day cab 4x2 Western Star 49X: Day cab & Sleepers 8x4 & 8x6Western Star 49X Update The Western Star 49X has received 2 additional sleeper cabin options and a grand total of 36 chassis variants, comprising of different lengths and fuel tank options on 6x2, 6x4, 8x4, and 8x6 axle configurations. Also as a surprise bonus, this includes 5 lengths for both the Set-Back and Set-Forward axle configurations! So whether you are on a job long or small, you will have the option to customize your 49X perfectly for the task at hand. However, that isn't all! The Western Star 49X now also has an array of new parts to customize your truck including new bumpers, quarter fenders, mud flaps, hood mirrors, sun visors, grille guards, and different interior colors. We will also be bringing 3 new gearboxes in this update, the DT12-V (in direct-drive and overdrive configurations) and the DT12-VX. We hope this pleases drivers who prefer a more realistic option for their gearbox. New Mexico & Oregon DLC Viewpoints Back in October last year, American Truck Simulator saw the arrival of viewpoints to the states of Washington, Colorado, and Utah after their popular debut in Idaho! Today we are happy to share with you that 1.40 sees the introduction of new viewpoints to the states of New Mexico & Oregon. For newer players of our titles, Viewpoints are certain spots found across the map, where drivers can activate a special in-game cutscene with a short showcase of a near location or place of interest. These can be found displayed as a grey question mark on your GPS, so be sure to stop and discover them on your journeys. You also have the option to skip the viewpoint or replay it if you wish to watch it again. From populated cities to historic monuments, each viewpoint highlights a point of interest or industry, so make sure to discover them all! Changelog: Visual: New visual lighting system Map: New viewpoints in New Mexico & Oregon DLC's An overall update to road signage New service signs added to CO, ID, UT, and WA New fast food brands introduced to several other locations outside of CO Vehicles: New 4x2, 8x4, and 8x6 chassis Western Star 49X update including sleeper variants, set-back configurations, and new customizations UI Full-text city/company search in the job selection screen Improved vehicle adjustment menu (F4)View the full article
  13. Truck stops provide fuel, food, and a place to rest not only for truckers but for other visitors too. Found along the highways of America, stopping at some of these large plazas with multiple amenities have become the new normal for drivers, with famous chains becoming more well-known among frequent travelers. In Wyoming, officially nicknamed the Equality State, you and your wheeled partner will come across many stops, large and small, which cover chains of different brands. Make sure to visit them all. You never know what you may find on your next fuel stop! Taking a rest stop? Why not take a moment to add Wyoming for American Truck Simulator to your Steam wishlist while your tanks are being filled? It really helps to support us with releases of our future content. Thanks! https://store.steampowered.com/app/1415692/American_Truck_Simulator__Wyoming/ View the full article
  14. With the upcoming release of Iberia for Euro Truck Simulator 2, we know that many drivers will be appropriately customizing their trucks in celebration. With that in mind, we couldn't think of a more suitable time to bring new content to the Spanish and Portuguese Paint Jobs Packs; which will arrive as an update upon Iberia's release! Portuguese Paint Jobs Pack The Portuguese Paint Jobs Pack will receive a new truck paint design inspired by famous Azulejo tin-glazed ceramic tilework art! You will also be able to decorate the interior of your truck cabin with new cabin accessories, the Barcelos Rooster. More commonly known as the Portuguese Rooster, it is said to be the embodiment of the Portuguese love of life and the unofficial symbol of Portugal. Today you can find the Rooster's image used across Portugal, from restaurants to gift shops. Spanish Paint Jobs Pack The Spanish Paint Jobs Pack will also receive a new truck paint job, one which depicts prehistoric paintings of bison and human handprints, discovered by cave explorers in Altamira, Northern Spain around the 1800s. These extraordinary cave paintings are thought to be over 20,000 years old and serve as an important reminder of the history of the region! This pack will also receive a new cabin accessory, a miniature version of iconic Consuegra windmills, which were thought to be built around the 16th century and are located in the region of Castilla-La Mancha. Today, they continue to be a popular landmark and attraction for visitors from all around the world. We hope this free update to both the Spanish and Portuguese Paint Jobs Packs upon Iberia's release will bring a piece of the peninsula's history and culture to your truck cabin! Fancy seeing them in-game early? Join us on Thursday the 18th of March as we live-stream with these new accessories and paint jobs on our official Twitch and YouTube channels. https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/ View the full article
  15. The changes that we are introducing with the 1.40 update for both American Truck Simulator and Euro Truck Simulator 2 have been visible to the public for some time now, in the currently still ongoing Open Beta builds. By far the most visible change is the new lighting system, which has turned out to be the largest graphical rework for us in years. In today's blog post we would like to reveal more about what we have been through to make this change happen; let's take a look under the hood once again. Let there be light!Our 3D engine's approach to representing light and color in scenes - and in the rendering buffers[en.wikipedia.org] that end up being displayed on-screen - has been established over a decade ago. It was an era when the state of the art was to represent all RGB[en.wikipedia.org] values in the 0-255 numerical range, to fit inside a byte[en.wikipedia.org] of information. That's how all values were defined, whether in a texel[en.wikipedia.org] of a texture map[en.wikipedia.org] (the "skin" of a 3D object, a tree, vehicle, or skybox), or in the encoding of a light source's intensity (from a vehicle's tail lights to street lamps, all the way to the sun intensity), and combining all these in the rendering stage into a pixel[en.wikipedia.org]; it was again the representation in the display buffer to be shown on the screen, with only 256 shades of each base color. In recent years, the explosion of available memory in 3D accelerators, the progress in computational power, and flexibility in shading languages[en.wikipedia.org] for programming 3D cards' operations on fragments[en.wikipedia.org] have opened the way to store and compute color and light values at much higher precision and range - with floating-point[en.wikipedia.org] numbers. Instead of just layering color filter operations, which was, essentially, all the tricks that we had available in the 8-bits per color component era, the switch to using real numbers is quite a revolution in how a game engine can truly represent light sources in realistic ranges and ratios. In the real world, the difference between a light bulb's intensity and the sunlight is many orders of magnitude. If we are able to store the intensity values of light sources properly, and more importantly to perform all the light vs. surface operations at their proper ranges of values, without a major loss of precision, we can do true high dynamic range[en.wikipedia.org] (HDR) light in the graphics pipeline. When we started experimenting with the new technique some 18 months ago and saw the first results, there was no way back for us, we knew we wanted this in the engine. What's new?We had to start with the light sources (and for a while, we were hopeful that this will suffice). Each and every light source is now defined with a realistic value gleaned from real-world measurements (we have done a ton of sampling with a light meter[en.wikipedia.org] over various daylight and weather settings) and reference tables. In reality as well as in the game world now, tens of thousands of lux[en.wikipedia.org] units now brighten day scenes, while at night the ambient brightness approaches just a few lux units. Basing all light source values on reality gives us way more confidence as opposed to the old days when a new light would just fit into the system. It's no longer a question of should it be a 150 or 170 with no actual meaning to the values. Now we know and have tables to pick for a street lamp or a neon light at a gas station. In light computation formulas, we can now go with proper quadratic drop attenuation[en.wikipedia.org], to have lights behave in a physically-correct manner. With the higher precision, we can even go as far as introducing a small random variation in light intensity to otherwise identical light sources, to simulate a street's night feeling better, without having unnaturally-identical lamps. When all the internal light computations are done, we have to adjust the resulting values for the screen by emulating camera exposure[en.wikipedia.org]. Much like a modern camera in your mobile phone, we need to take all the rich values and variety of incoming light - sun or shade, early morning, high noon, dusk, or deep night - and "squish" or "expand" the values into the range appropriate for the screen. Our exposure emulation system has a critical impact on the final look and feel of the game - it's partly physics, but also partly about a subjective artistic feeling too. It has to be adjusted dynamically not just based on incoming light from the game world, but it also has to take into account the difference between the light inside and outside of a vehicle's cabin, to allow dashboard instruments to be legible. The human eye is an incredible creation, able to adjust and adapt to a vast range of light intensities as focus switches between objects. We had to use a lot of smart math when analyzing the light histogram[en.wikipedia.org] for each frame and between frames to fit all these values into the screen's inevitably limited dynamic range and color gamut[en.wikipedia.org], in order to make everything that's portrayed both believable and discernible. Some improvements were a cherry on top, like the fact that with the internal range of floating-point buffers of cube maps[en.wikipedia.org], we can have much shinier reflections off of glossy surfaces, such as water bodies, glass, or car paint. We have followed this development path in a small team happily until the realization that while the intermedia results were promising, we won't be able to pull this off without re-balancing ALL the existing materials/textures on all game objects. When a ray of light is cast on the surface of any object, what is reflected or refracted depends not just on the properties of the incoming light, but largely on the properties of the object's surface. Over the many years of development, we have accumulated tens of thousands of textures, some from photographic sources at various settings, some painted by hand, some through the process of procedural generation[en.wikipedia.org] in various smart tools. As the years went by, the authoring of these sources has been subject to various schools of thought, or different creation pipelines, but the "old light" system was held together by the proverbial duct tape and was in any case imprecise enough to reveal certain imbalances that were present. The new exposure emulation system is way more sensitive and simply requires physically correct brightness albedo[en.wikipedia.org] values. Our concrete surface can no longer be some sort of grey, and a tree cannot just be nice and green. And that was when a vast majority of our art team had to be involved for a major overhaul. What had to be changed?Once our small pioneering cross-discipline team implemented all of the necessary code and GPU shader[en.wikipedia.org] changes, which took many months of experimentation, we had to involve a lot more people. First, we had to readjust all the light sources in the world and any vehicle lights to the new logic. In some cases, it was a relatively trivial numeric conversion somewhere in a table. In others, it may have required a map designer to revisit a particular location to make the manual adjustment. In many cases, it meant that a game object like a whole factory or delivery yard with pre-defined light sources had to be re-opened, adjusted, and re-exported again in a 3D tool like Maya. We are talking thousands and thousands of such retouches, in some cases involving not just a few dozen "numbers" defining lights, but also major changes to lightmaps[en.wikipedia.org] of the objects, where fake shadows and light effects were "baked in" for a better look in the old light system. Finally, for some weeks, the majority of all our teams had to stop working on anything else related to our future projects, and go over all the game objects, vegetation, vehicles, and effects; re-balancing things, again and again, to sync them on a shared agreed-upon albedo reference table. We had to revisit the fundamentals of many sub-systems, very notably the vehicle lights and bulbs taking many iterations and fine-tuning to make them look good at various daylight settings. We have a new set of skyboxes at a higher resolution, and a slightly richer variety of weather, too. Ultimately, no stone was left unturned, as we had to evaluate and adjust every single element of the games. What does this all mean?The new light system and the start of our new physical light model is a critical step towards a complete and better physical model of the whole world in our games. We are not quite there yet with true physically based rendering[en.wikipedia.org], but the 1.40 update represents a major step in the right direction. Cleaning up the old art and basing all light intensities and operations on fundamental physics make future systemic work in this area finally possible. As with many things in long-term development, while this step is a minor revolution, it is at the same time only a milestone towards a bigger vision. From the graphics artists' point of view (but this applies to mod authors, too!), we are introducing a new concept of creating and keeping all game art "in check" and in balance with the rest of the art. Materials based on photos, frequently used as sources of in-game art, now have to go through a calibration process before they are applicable, otherwise one may end up with a surface that is either too dark or too bright, affecting the exposure and the perception of the general scene. Often, it's worth exploring alternate material creation methods, like the high-resolution procedural generation in tools like Substance Designer. More trust is placed into the engine's rendering system now; rather than faking and baking subtle shadows and light effects into models. Between new light and SSAO, our shader code now plays a greater part in creating the final look; this results in a bit less responsibility, control, and possibly work from the artist. This may be both good and bad depending on what one is trying to achieve in each particular case. As with each major change, there were a ton of teething problems, a lot of dead-ends to reverse from, and the amount of effort we have been through far exceeded the expectations we had a year ago. We still have a bit of Open Beta ahead of us to iron out the last few wrinkles. But even now, we are very confident that the changes are worth all the hard work. Just wait until you drive your truck in the early morning hours along with the coast of Italy, or on a nice late afternoon in Sweden, in a drizzle in Washington state, during scorching noon in Spain, or pulling into a well-lit truck stop deep into the night. Through all the process of changes, we tried our best not to cause any major increase in the load on the CPU or GPU. A few of the new effects have a slightly higher performance cost, but overall we believe the changes are very well balanced, or allow for sensible trade-offs in game options, to keep the performance acceptable. We definitely do not want to lose players and fans that play our games without the newest hardware by pushing too hard on graphical effects. We are looking forward to bringing you further improvements and new features, so hold on to your steering wheels! More of a fan of changelogs? Let's look at: The major internal changes The scene is lit using real-life intensities (illumination: tens of thousands of lux for the daytime, tens of lux at night) To get light ratios into play - the rising sun overpowering street lamp lights and truck headlights, etc. This means we had to adjust all light sources and also readjust every emissive material in the game. We have a new display mapping function for better artistic control (exposure, contrast, toe, shoulder) We needed to get those real-life intensities onto the computer screen in a similar way as a camera's exposure works. Improved and more sensitive histogram for exposure selection This is due to the actual exposure being selected differently in every scene, and this varies also with differing light levels and the current weather type. Light source (street lamps, vehicle lights) changes. We have switched light sources to a more physical attenuation ('inverse square falloff'). We are in the process of switching to a physical-unit-based configuration to reduce guesswork. But also many smaller visual tweaks Relightable reflection Reflections in shop windows and smooth surfaces better matches the time of day and weather Improved reflection behavior On truck paint, shop windows, and glass in general Sun horizon shadow Visible when the sun rises or sets And a zillion other small tweaks, fixes, and changes. As you can imagine by now - all this has been a tremendous amount of work for our team. The initial bright spark (pun intended) that made this all possible came from a small team of programmers and a visual effects artist (pictured below). They have kept hacking, iterating, and laying out plans until the whole team had it "easy", and all that was left to do was just to throw in many years of additional man-hours to adjust everything to the new logic. The new light system, just as the implementation of FMOD support for the SFX part of our games, is still under further development, polishing, and tuning. And there is still a lot of work ahead of us. At this juncture, we feel that it's already more or less in a presentable shape, and you may experience it too if you decide to give it a try in an open beta build right now on Steam. So please, if you'd like to help us - put on your favorite sunglasses and help us catch the perfect sunrise! We're looking forward to reading your thoughts and opinions on the new light system. Thank you very much!View the full article
  16. The changes that we are introducing with the 1.40 update for both American Truck Simulator and Euro Truck Simulator 2 have been visible to the public for some time now, in the currently still ongoing Open Beta builds. By far the most visible change is the new lighting system, which has turned out to be the largest graphical rework for us in years. In today's blog post we would like to reveal more about what we have been through to make this change happen; let's take a look under the hood once again. Let there be light!Our 3D engine's approach to representing light and color in scenes - and in the rendering buffers[en.wikipedia.org] that end up being displayed on-screen - has been established over a decade ago. It was an era when the state of the art was to represent all RGB[en.wikipedia.org] values in the 0-255 numerical range, to fit inside a byte[en.wikipedia.org] of information. That's how all values were defined, whether in a texel[en.wikipedia.org] of a texture map[en.wikipedia.org] (the "skin" of a 3D object, a tree, vehicle, or skybox), or in the encoding of a light source's intensity (from a vehicle's tail lights to street lamps, all the way to the sun intensity), and combining all these in the rendering stage into a pixel[en.wikipedia.org]; it was again the representation in the display buffer to be shown on the screen, with only 256 shades of each base color. In recent years, the explosion of available memory in 3D accelerators, the progress in computational power, and flexibility in shading languages[en.wikipedia.org] for programming 3D cards' operations on fragments[en.wikipedia.org] have opened the way to store and compute color and light values at much higher precision and range - with floating-point[en.wikipedia.org] numbers. Instead of just layering color filter operations, which was, essentially, all the tricks that we had available in the 8-bits per color component era, the switch to using real numbers is quite a revolution in how a game engine can truly represent light sources in realistic ranges and ratios. In the real world, the difference between a light bulb's intensity and the sunlight is many orders of magnitude. If we are able to store the intensity values of light sources properly, and more importantly to perform all the light vs. surface operations at their proper ranges of values, without a major loss of precision, we can do true high dynamic range[en.wikipedia.org] (HDR) light in the graphics pipeline. When we started experimenting with the new technique some 18 months ago and saw the first results, there was no way back for us, we knew we wanted this in the engine. What's new?We had to start with the light sources (and for a while, we were hopeful that this will suffice). Each and every light source is now defined with a realistic value gleaned from real-world measurements (we have done a ton of sampling with a light meter[en.wikipedia.org] over various daylight and weather settings) and reference tables. In reality as well as in the game world now, tens of thousands of lux[en.wikipedia.org] units now brighten day scenes, while at night the ambient brightness approaches just a few lux units. Basing all light source values on reality gives us way more confidence as opposed to the old days when a new light would just fit into the system. It's no longer a question of should it be a 150 or 170 with no actual meaning to the values. Now we know and have tables to pick for a street lamp or a neon light at a gas station. In light computation formulas, we can now go with proper quadratic drop attenuation[en.wikipedia.org], to have lights behave in a physically-correct manner. With the higher precision, we can even go as far as introducing a small random variation in light intensity to otherwise identical light sources, to simulate a street's night feeling better, without having unnaturally-identical lamps. When all the internal light computations are done, we have to adjust the resulting values for the screen by emulating camera exposure[en.wikipedia.org]. Much like a modern camera in your mobile phone, we need to take all the rich values and variety of incoming light - sun or shade, early morning, high noon, dusk, or deep night - and "squish" or "expand" the values into the range appropriate for the screen. Our exposure emulation system has a critical impact on the final look and feel of the game - it's partly physics, but also partly about a subjective artistic feeling too. It has to be adjusted dynamically not just based on incoming light from the game world, but it also has to take into account the difference between the light inside and outside of a vehicle's cabin, to allow dashboard instruments to be legible. The human eye is an incredible creation, able to adjust and adapt to a vast range of light intensities as focus switches between objects. We had to use a lot of smart math when analyzing the light histogram[en.wikipedia.org] for each frame and between frames to fit all these values into the screen's inevitably limited dynamic range and color gamut[en.wikipedia.org], in order to make everything that's portrayed both believable and discernible. Some improvements were a cherry on top, like the fact that with the internal range of floating-point buffers of cube maps[en.wikipedia.org], we can have much shinier reflections off of glossy surfaces, such as water bodies, glass, or car paint. We have followed this development path in a small team happily until the realization that while the intermedia results were promising, we won't be able to pull this off without re-balancing ALL the existing materials/textures on all game objects. When a ray of light is cast on the surface of any object, what is reflected or refracted depends not just on the properties of the incoming light, but largely on the properties of the object's surface. Over the many years of development, we have accumulated tens of thousands of textures, some from photographic sources at various settings, some painted by hand, some through the process of procedural generation[en.wikipedia.org] in various smart tools. As the years went by, the authoring of these sources has been subject to various schools of thought, or different creation pipelines, but the "old light" system was held together by the proverbial duct tape and was in any case imprecise enough to reveal certain imbalances that were present. The new exposure emulation system is way more sensitive and simply requires physically correct brightness albedo[en.wikipedia.org] values. Our concrete surface can no longer be some sort of grey, and a tree cannot just be nice and green. And that was when a vast majority of our art team had to be involved for a major overhaul. What had to be changed?Once our small pioneering cross-discipline team implemented all of the necessary code and GPU shader[en.wikipedia.org] changes, which took many months of experimentation, we had to involve a lot more people. First, we had to readjust all the light sources in the world and any vehicle lights to the new logic. In some cases, it was a relatively trivial numeric conversion somewhere in a table. In others, it may have required a map designer to revisit a particular location to make the manual adjustment. In many cases, it meant that a game object like a whole factory or delivery yard with pre-defined light sources had to be re-opened, adjusted, and re-exported again in a 3D tool like Maya. We are talking thousands and thousands of such retouches, in some cases involving not just a few dozen "numbers" defining lights, but also major changes to lightmaps[en.wikipedia.org] of the objects, where fake shadows and light effects were "baked in" for a better look in the old light system. Finally, for some weeks, the majority of all our teams had to stop working on anything else related to our future projects, and go over all the game objects, vegetation, vehicles, and effects; re-balancing things, again and again, to sync them on a shared agreed-upon albedo reference table. We had to revisit the fundamentals of many sub-systems, very notably the vehicle lights and bulbs taking many iterations and fine-tuning to make them look good at various daylight settings. We have a new set of skyboxes at a higher resolution, and a slightly richer variety of weather, too. Ultimately, no stone was left unturned, as we had to evaluate and adjust every single element of the games. What does this all mean?The new light system and the start of our new physical light model is a critical step towards a complete and better physical model of the whole world in our games. We are not quite there yet with true physically based rendering[en.wikipedia.org], but the 1.40 update represents a major step in the right direction. Cleaning up the old art and basing all light intensities and operations on fundamental physics make future systemic work in this area finally possible. As with many things in long-term development, while this step is a minor revolution, it is at the same time only a milestone towards a bigger vision. From the graphics artists' point of view (but this applies to mod authors, too!), we are introducing a new concept of creating and keeping all game art "in check" and in balance with the rest of the art. Materials based on photos, frequently used as sources of in-game art, now have to go through a calibration process before they are applicable, otherwise one may end up with a surface that is either too dark or too bright, affecting the exposure and the perception of the general scene. Often, it's worth exploring alternate material creation methods, like the high-resolution procedural generation in tools like Substance Designer. More trust is placed into the engine's rendering system now; rather than faking and baking subtle shadows and light effects into models. Between new light and SSAO, our shader code now plays a greater part in creating the final look; this results in a bit less responsibility, control, and possibly work from the artist. This may be both good and bad depending on what one is trying to achieve in each particular case. As with each major change, there were a ton of teething problems, a lot of dead-ends to reverse from, and the amount of effort we have been through far exceeded the expectations we had a year ago. We still have a bit of Open Beta ahead of us to iron out the last few wrinkles. But even now, we are very confident that the changes are worth all the hard work. Just wait until you drive your truck in the early morning hours along with the coast of Italy, or on a nice late afternoon in Sweden, in a drizzle in Washington state, during scorching noon in Spain, or pulling into a well-lit truck stop deep into the night. Through all the process of changes, we tried our best not to cause any major increase in the load on the CPU or GPU. A few of the new effects have a slightly higher performance cost, but overall we believe the changes are very well balanced, or allow for sensible trade-offs in game options, to keep the performance acceptable. We definitely do not want to lose players and fans that play our games without the newest hardware by pushing too hard on graphical effects. We are looking forward to bringing you further improvements and new features, so hold on to your steering wheels! More of a fan of changelogs? Let's look at: The major internal changes The scene is lit using real-life intensities (illumination: tens of thousands of lux for the daytime, tens of lux at night) To get light ratios into play - the rising sun overpowering street lamp lights and truck headlights, etc. This means we had to adjust all light sources and also readjust every emissive material in the game. We have a new display mapping function for better artistic control (exposure, contrast, toe, shoulder) We needed to get those real-life intensities onto the computer screen in a similar way as a camera's exposure works. Improved and more sensitive histogram for exposure selection This is due to the actual exposure being selected differently in every scene, and this varies also with differing light levels and the current weather type. Light source (street lamps, vehicle lights) changes. We have switched light sources to a more physical attenuation ('inverse square falloff'). We are in the process of switching to a physical-unit-based configuration to reduce guesswork. But also many smaller visual tweaks Relightable reflection Reflections in shop windows and smooth surfaces better matches the time of day and weather Improved reflection behavior On truck paint, shop windows, and glass in general Sun horizon shadow Visible when the sun rises or sets And a zillion other small tweaks, fixes, and changes. As you can imagine by now - all this has been a tremendous amount of work for our team. The initial bright spark (pun intended) that made this all possible came from a small team of programmers and a visual effects artist (pictured below). They have kept hacking, iterating, and laying out plans until the whole team had it "easy", and all that was left to do was just to throw in many years of additional man-hours to adjust everything to the new logic. The new light system, just as the implementation of FMOD support for the SFX part of our games, is still under further development, polishing, and tuning. And there is still a lot of work ahead of us. At this juncture, we feel that it's already more or less in a presentable shape, and you may experience it too if you decide to give it a try in an open beta build right now on Steam. So please, if you'd like to help us - put on your favorite sunglasses and help us catch the perfect sunrise! We're looking forward to reading your thoughts and opinions on the new light system. Thank you very much!View the full article
  17. With all the excitement surrounding the development and upcoming release of Iberia and Heart of Russia, we thought we'd share some news for our American drivers too! Today, we are happy to officially announce the development of an upcoming DLC which we originally showcased and teased during our most recent Christmas Special Stream. Please give a big howdy to... Texas for American Truck Simulator As the second-largest U.S state both by area and population, the Lone Star State offers a wealth of unique attractions and landmarks for visitors and residents alike. From the cities to the coastal beaches, mountains, and desert, Texas is both geographically and culturally diverse. Texas is also one of the top U.S states for business! Texas boasts the second largest economy in the U.S., behind only the State of California, with an enormous number of companies and industries. From livestock to energy and aeronautics, Texas has plenty of jobs to keep drivers out delivering on the roads all year round. We are excited to confirm that we have two U.S. states under full production, as our production pipeline continues to speed up and our team grows. Whilst the Wyoming DLC is a little further along production-wise, it should be emphasized that the Texas DLC is still very early in development. Being one of the largest U.S states, it will bring its own challenges during the various stages of production. Whilst we know many of you are very excited about this HUGE addition to American Truck Simulator, we cannot commit to a release date that is within the year. So get your lasso ready and catch all the news by checkin' back on this here blog and by wishlisting Texas on Steam! It really aids us with the development and release of our upcoming content. We appreciate the support from ya'll. https://store.steampowered.com/app/1465750/American_Truck_Simulator__Texas/View the full article
  18. Today, we are taking a closer look at the Portuguese city of Porto. Located in the beautiful Douro valley surrounded by famous vineyards, it's a place with rich history dating back to the 4th century. For drivers, however, it is best known as the central commercial and industrial hub for the north of the Mondego River. So what can drivers discover in the city of Porto in our upcoming Iberia DLC for Euro Truck Simulator 2? Let us show you around! Porto is the second-largest city in Portugal and the capital of its Northern Region. Located along the Douro River (River of Gold), the city is characterized by cobblestone streets, centuries-old churches, and historical landmarks. The fishing industry plays an important role in the local economy of Porto. Some of the most common fish that are caught off the coast are sardines and hake, which are then sold at local markets across the city. Other food produce grown locally include beans, oranges, olives, and olive oil, which are also exported from nearby ports to countries around the world. Are you ready to visit Porto? And what about other cities? In past articles, we already travelled together through Barcelona, Lisbon, and Madrid, plus a short visit to some of the newly-added French cities coming as a free update for Vive la France ! DLC as part of the 1.40 update. But we know that you are so excited to see more. We hear you loud and clear, from your posts on our forum to our social media channels, and as a massive spam wave of the letter "M" during our Iberia gameplay live stream, trying to convince us to open and show you the entire Iberia map. Here it is! Just look at that! Better fill your tanks, because the amount of new content to explore is going to be massive! While giving us a bit more time to get everything ready for you, you can still consider adding Iberia for Euro Truck Simulator 2 to your Steam Wishlist; this helps us a lot! https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  19. Bugfixes Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible. Fixed Train overview GUI not updating the list remark. more[forums.factorio.com] Fixed typos in Construction robot tip. more[forums.factorio.com] Fixed a crash when quitting while using the linked-container entity type with power armor in it. Fixed that sounds could sometimes be heard when they shouldn't. more[forums.factorio.com] Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0. Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out. Fixed searching mod settings tab would leave tabs disabled. more[forums.factorio.com] Fixed a crash of transport line migration in some cases of mod removal. more[forums.factorio.com] Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. more[forums.factorio.com] Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. more[forums.factorio.com] Fixed that building entity with multiple items to place would take unrelated items from inventory. more[forums.factorio.com] Modding Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable. Scripting Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read. View the full article
  20. From towering, snow-capped mountain ranges to world-famous national parks, Wyoming is a state of rugged natural beauty. Whilst admiring the scenery on your delivery, it's important to remember the reason for your journey! Let's take a closer look at some of the key industries that will be featured in our upcoming Wyoming DLC for American Truck Simulator. Before we dive deep into this topic, we'd love to remind here that the Wyoming DLC is still in a very early phase and that everything shown here is still very much in a 'Work in Progress' stage, as you can probably tell from the screenshots below. But we thought it might be good to let you know how some of the prefabs look like when they are being created. As you will see on some of the shots here, our teams use special markers placed on them to decide where future job trailers will be spawned (green), and where the parking options are, with red for the most difficult one, yellow for medium difficulty, and blue for the easy parking option. As one of the least populous and least densely populated states in the United States, Wyoming has a lot of open lands. This makes it a perfect location for the agriculture industry, which is of the state's largest contributors to the local economy. While crops, fruits, and vegetables make up a large percentage of this industry, the production of beef is the largest part of Wyoming's agriculture sector. Many of the cattle are usually sold and exported around the world from Livestock auction houses, which will be one of the new industries arriving to Wyoming for American Truck Simulator. Another form of logistics that is prominent across the state is the railroad. Wyoming railroads date back to the Union Pacific when the railroad reached the state’s eastern fringes in 1862; today, these serve as an important connection within the United States. Drivers will be able to contribute to the maintenance of the locomotives that serve the railways as you deliver important rail parts to and from the Rail Supply Depot, as-well delivering and picking up cargo from the freight trains that arrive daily. The mineral extraction industry is Wyoming’s most important industry. The industry remains a major economic driver of the state and is one of the top contributors to the local economy. One such example that will be included in our Wyoming DLC will be the Soda Ash Mine located near Rock Springs. This has been created as a replica of our reference. Chemical plants and quarries will also be other locations where drivers can pick up and deliver various parts and materials from. These loading points are always located on the edge of the refinery or quarry to keep drivers safely away from the active mining areas. Another type of vehicle you'll find working around the quarries are dump trucks. Drivers will have the opportunity to haul dump truck parts and bodies to and from a manufacturer to industries that require their use! These are just a handful of the many industries you'll be able to discover and deliver to and from in our upcoming Wyoming DLC for American Truck Simulator! We look forward to sharing more development updates with you in the near future, but until then, make sure to add Wyoming to your Steam Wishlist! It really helps support the development and release of our expansions, thank you. https://store.steampowered.com/app/1415692/American_Truck_Simulator__Wyoming/View the full article
  21. Changes Added shortcut info tooltips to all of the relevant confirm buttons and close buttons. Lowered priority of surface changing shortcut in editor to not be in the way if Control + <number> is used for something. more[forums.factorio.com] Changed personal logistic requests for ammo so they don't get delivered to the spidertron you're driving. more[forums.factorio.com] Optimizations Improved performance when building blueprints in multiplayer. more[forums.factorio.com] Bugfixes Fixed Artillery wagon and turret showing wrong tooltip title in deconstruction planner. more[forums.factorio.com] Fixed control setting buttons wouldn't have a tooltip when they started without a set value. more[forums.factorio.com] Possible fix for multiplayer server crashing when a client tries to connect. more[forums.factorio.com] Fixed a crash in multiplayer when upgrading or deconstructing. more[forums.factorio.com] Removed and tweaked some hidden locale to hopefully make 100% possible. more[forums.factorio.com] Added explicit values to the circuit network range specification in the tips and tricks. more[forums.factorio.com] Fixed that the copy and paste tips and tricks simulation wasn't working properly. more[forums.factorio.com] Fixed that LuaFlowStatistics::get_flow_count didn't work correctly. more[forums.factorio.com] Fixed that instant blueprint building in the map editor didn't work with undo. more[forums.factorio.com] Fixed missing status for wall controlling gate by circuit network. more[forums.factorio.com] Fixed a crash when saving when using LuaItemStack::create_grid() on stacks with a count > 1. more[forums.factorio.com] Fixed that enter to confirm a logistic request count didn't work. more[forums.factorio.com] Fixed pole dragging corner case. more[forums.factorio.com] Fixed padding in the sync mods with save window when scroll is activated. Fixed invalid "Can't reach" message when using ghost cursor to build rails in the latency state. Fixed wrong status of rail signal next to rail with wrong direction. Fixed that manual rotation of entity with rotation upgrade order didn't clear that order. more[forums.factorio.com] Fixed in calculation of required modules when combining real and requested modules during blueprint creation. more[forums.factorio.com] Fixed that blueprint containing only entities placeable off grid was built off grid even with snap to grid specified. more[forums.factorio.com] Fixed crash caused by scrolling blueprint book in a blueprint shelf that is not yet synchronised. more[forums.factorio.com] Fixed that tips & tricks simulation sounds were continuing to play when switched to a tutorial. more[forums.factorio.com] Fixed that player could get stuck by entities created in the tutorials. more[forums.factorio.com] Fixed some unnecessary error sounds in a special cases when building power poles. more[forums.factorio.com] Fixed that exiting high speed moving train could result in a player being stuck. more[forums.factorio.com] Fixed mod dependency tooltips in some cases. more[forums.factorio.com] Fixed that the upper 1/3 part of the color picker button in the train stop gui didn't work. more[forums.factorio.com] Fixed walls would not be buildable on valid positions in some cases. more[forums.factorio.com] Fixed crash related to modded underground pipe ghosts with multiple connections with different lengths. more[forums.factorio.com] Fixed that it was sometimes possible for an entity to attack an entity on a different surface. more[forums.factorio.com] Fixed inaccurate range indicator in spidertron. more[forums.factorio.com] Fixed that some sounds that were audible when viewing a certain part of the map in map view wouldn't stop when closing the map view. more[forums.factorio.com] Changed defines.flow_precision_index.one_second to five_seconds since that's what it actually is. Fixed crash related to loading that trigger migration to remove invalid upgrades. Fixed that confirming the low value in logistic request didn't update the value. more[forums.factorio.com] Scripting Added move_stuck_players bool parameter (false by default) to the create_entity method. View the full article
  22. Towards the end of January, we introduced to you #HaulingHope, a World of Trucks event focused on recognizing the selfless drivers and support crews that are working hard to deliver COVID-19 vaccines around the world. Today, after an event extension and over a month later, hundreds of thousands of truckers from our Euro Truck Simulator 2 and American Truck Simulator community have participated in this special and memorable event. The task was to complete 7 deliveries, undamaged, using our special #HaulingHope trailers, which many of you achieved in the first few days of the event! For us, this was an inspiration, as we always love to see how the community comes together for these special events, especially when centres around such an important subject. We thank you for joining us in paying tribute to those around the world working hard, day and night, to deliver everything from important life-saving equipment to our groceries, during this challenging time. So, how far did our drivers travel during this unique event? Let's take a look at some of the stats! Incredible work truckers! We cannot thank you enough for your support. It really does bring a lot of joy to our team to see how much you enjoy participating in these events. We hope you ride with pride with your newly acquired and well-deserved Hope Trucker Hanging Accessories. View the full article
  23. Dear #BestCommunityEver, we trust you all gained some well earned relaxation this weekend, and with today being Monday, we thought we’d kick it off with some good news. Although the fight against COVID-19 continues, the worldwide vaccine rollout is now entering full swing, and so is our #HaulingHope[blog.scssoft.com] event! So far, almost 100,000 American Truck Simulator and Euro Truck Simulator 2 truckers have reached their personal goal of 7 deliveries in our special #HaulingHope event, with thousands more already past the halfway mark - so close. Not to mention our social media profiles are still receiving a lot of amazing posts under the #HaulingHope event. So, in an effort to give those players some more time to finish their personal goal, and continue our salute to the real truckers and support crews out there on the front line, we’ve decided to extend the #HaulingHope event until Monday 15th February 23:59 UTC! View the full article
  24. Changes Added hotkey (default O) to toggle the train overview GUI. Bugfixes Fixed that gates would open for spidertron. more[forums.factorio.com] Fixed tank weapon cooldown rendering. more[forums.factorio.com] Fixed that changing the force of a player or spidertron would lose logistic requests. more[forums.factorio.com] Fixed that deleting the last scenario didn't correctly clear name, description and preview in the new game gui. more[forums.factorio.com] Fixed that it wasn't possible to manually merge trains in chests. more[forums.factorio.com] Fixed a crash when rendering rich text tooltips in some cases. more[forums.factorio.com] Fixed the Trains/Train stop GUI showing trains on other surfaces. more[forums.factorio.com] Fixed player dying in a scenario inside simulation widget would end currently running scenario. more[forums.factorio.com] Fixed that create_entities_from_blueprint_string didn't insert train fuel. more[forums.factorio.com] Fixed that building blueprints in the game next to uncharted areas didn't work as expected. more[forums.factorio.com] Fixed biters and groups in Wave defense overloading the pathfinder. more[forums.factorio.com] Building gets interrupted when moving between map and game view. more[forums.factorio.com] Fixed building error message spam when building transport belts over obstacle. more[forums.factorio.com] Fixed that undoing deconstruction of building with modules created extra module request. more[forums.factorio.com] Fixed inconsistency related to building out of reach and moving. more[forums.factorio.com] Fixed that the selected map generator preset was not correctly saved when generating a map for multiplayer or map editor. more[forums.factorio.com] Fixed that the map generator GUI would only save it's state when pressing Next/Play. more[forums.factorio.com] Fixed that dropping single items into machines using modules didn't clear the module requests. more[forums.factorio.com] Fixed that the stations list wasn't sorted using natural sort order. more[forums.factorio.com] Fixed the blueprint import with odd odd grid offsets. more[forums.factorio.com] Fixed that the game didn't show name of the item in the request slot tooltip when it is disabled for being already set. more[forums.factorio.com] Fixed that the undo button tooltip didn't update when clicked. more[forums.factorio.com] Fixed bad tooltip indentation when instruction can't fit one line. more[forums.factorio.com] Fixed overbuilding underground pipe ghosts with real pipes underground pipes. more[forums.factorio.com] Fixed inconsistency in direction selection when being a client in a multiplayer game. more[forums.factorio.com] Fixed that overbuilding pole out of reach didn't consider the pole to be part of the drag buliding logic. more[forums.factorio.com] Fixed that the "Continue" button wouldn't remember whether the last game was single-player or multi-player when non-blocking saving was enabled. more[forums.factorio.com] Fixed rare electric network migration error related to loading save without all the related mods. more[forums.factorio.com] Fixed crash related to using belt traversing in latency state. more[forums.factorio.com] Fixed crash triggered by desync while entities are marked for upgrade in latency state. Fixed non precise belt traversing behviour in latency state. Fixed a desync related to upgrading entities in the latency state. Fixed upgrading unpair underground belt by smart ghost building. Scripting Added on_research_reversed. View the full article
  25. Today we are excited to share with you some more detailed news from a teaser we showed during our traditional SCS Christmas Live Stream, which featured a variety of exciting news and upcoming content that is Work in Progress. With the exciting release of the Western Star® 49X in September 2020, we mentioned that 'larger sleeper variants will be added in time' and today; we are excited to share with you those said updates and more that have been rolled out with the 1.40 Beta for American Truck Simulator. If you were in the co-driver seat on our special Western Star® 49X Update stream yesterday, then you already know what new options and awesome parts are coming for this truck. But if you have missed our live session full of fun, jokes but also a lot of in-depth info on this truck - don't fret because you can watch its recording right now on our YouTube channel. We are happy to share that the 49X will receive 2 additional sleeper cabin options and a grand total of 36 chassis variants, comprising of different lengths and fuel tank options on 6x2, 6x4, 8x4, and 8x6 axle configurations. Also as a surprise bonus, this includes 5 lengths for both the Set-Back and Set-Forward Axle configurations! So whether you are on a job long or small, you will have the option to customize your Western Star perfectly for the task at hand. However, that isn't all! The Western Star 49X will also receive an array of new parts to customize your truck including new bumpers, quarter fenders, mud flaps, hood mirrors, sun visors, grille guards, and different interior colors. We will also be bringing 3 new gearboxes in this update, the DT12-V (in direct-drive and overdrive configurations) and the DT12-VX. We hope this pleases drivers who prefer a more realistic option for their gearbox. We look forward to seeing how you will upgrade and customize the 49X. Be sure to share with us your new configurations with us and Western Star on our social media channels (Twitter, Facebook Instagram) We'd love to see them! Western Star is a trademark of Daimler Trucks North America LLC and is used under license to SCS Software s.r.o.View the full article
  26. Hello, the 1.1 release is the final release of the vanilla game. It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it. So what's next? We have a new blog post on our website detailing our future plans, You can read it on our website[factorio.com]. View the full article
  27. We love to bring you new game updates, especially when they contain some cool features that have been requested for a long time! Today, we are happy to share with you that the 1.40 Update Open Beta for American Truck Simulator is now ready to be tested and tried-out by our community! However, please keep in mind that this is the first iteration of the open beta, which is still very much a work-in-progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter in the appropriate section of our official forums. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out. Please bear in mind that this huge update will likely render many community MODs incompatible. MOD authors may need to adjust and update their mods to work with this update. We strongly recommend that you use a profile without any third-party modifications if you wish to participate in the 1.40 Open Beta. So, let's take a look at what the 1.40 update has in store! New Visual Lighting SystemOne of the biggest changes you'll notice when you first hop into your truck cab is the implementation of our new visual lighting system. However, this isn't just a simple change of our skyboxes; our new light system is fully dynamic and can now change not just according to current weather, but also based on simulated camera exposure taking into account not just current daylight intensity and weather, but also surface properties of game world elements in the view. This new light system and the start of our new physical light model is a very important step towards a complete and better physical model of the whole world in our game, and how real it looks and works. All of our lighting is now based on real physical ratios and units, to make it as realistic as possible. To prepare for this new light system, our teams had to make a lot of changes to existing in-game world objects; including a majority of the in-game assets, textures, and materials to better work with the new physical model of the new light system. We are very excited for you to be able to experience and immerse yourself in driving in the new light. The result is the combination of thousands of hours by our programmers and visual effect artists and many other teams involved in the creation process of this new system. During this open beta, your feedback is incredibly important and valuable to us, so we ask that you please submits yours to us in the 1.40 section for American Truck Simulator on our forums which you can find here[forum.scssoft.com]. Extended Chassis updateFor the 5th anniversary of American Truck Simulator, we wanted to bring a heavily-requested feature to our community to celebrate its progress and journey so far! This suggestion has always frequently appeared in our suggestions pile, and today we are thrilled to bring you an extended chassis range to all current truck models. Our vehicle team has worked hard to bring you a range of long and short chassis types, allowing you to customize your truck for the job at hand. This update will feature 4x2, 8x4, and 8x6 chassis types which are used for a range of different trailers. 4x2s, also known as single-axle trucks, are frequently used for local distribution deliveries by supermarkets and by logistic companies for hauling doubles. 8x4 and 8x6 chassis are the big guns of the heavy-haul industry and can handle just about any load you decide to take on. All of these new options bring more variety to you, the driver! So we hope you enjoy this surprise addition to 1.40. Here's a full list of all the new extended chassis options now available in the open beta: Freightliner Cascadia: Day cab 4x2 Mack Anthem: Day cab 4x2 International LoneStar: Day cab & Sleepers 8x4 Peterbilt 389: Day cab & Sleepers 8x4 & 8x6 Volvo VNL: Day cab 4x2, Day cab & Sleepers 8x4 Peterbilt 579: Day cab 4x2 Kenworth W900: Day cab & Sleepers 8x4 & 8x6 Kenworth T680: Day cab 4x2 Western Star 49X: Day cab & Sleepers 8x4 & 8x6 Western Star 49X Update: With the exciting release of the Western Star® 49X in September 2020, we are happy to share with you that with the arrival of 1.40 for American Truck Simulator; the 49X will receive 2 sleeper cabin options as well as a lot of other new options. In fact, this truck just became the one with the most chassis options available, with up to 36 possible chassis/cabin/fuel-tank combinations. We have just finished covering and showing the options which are coming for this truck in our special live stream on Twitch[www.twitch.tv], Steam, and YouTube. Don't fret if you've missed it, as you can always watch it again on our official YouTube channel. Additionally, we will be releasing a dedicated blog post in the near future with more information, images, and also a very cool video; be sure to keep an eye out for it! Plus, if you are very eager to check out the new updates, be sure to join the 1.40 Open Beta and check it out for yourself! New Mexico & Oregon DLC Viewpoints Back in October last year, American Truck Simulator saw the arrival of viewpoints to the states of Washington and Utah after their popular debut in Idaho! Today we are happy to share with you that 1.40 sees the introduction of new viewpoints to the states of New Mexico & Oregon. For newer players of our titles, Viewpoints are certain spots found across the map, where drivers can activate a special in-game cutscene with a short showcase of a near location or place of interest. These can be found displayed as a grey question mark on your GPS, so be sure to stop and discover them on your journeys. You also have the option to skip the viewpoint or replay it if you wish to watch it again. From populated cities to historic monuments, each viewpoint highlights a point of interest or industry, so make sure to discover them all! ChangelogVisual: New Visual Lighting System Map: New Viewpoints in New Mexico & Oregon DLC's Vehicles: New 4x2, 8x4, and 8x6 chassis Western Star 49X update including sleeper variants and Set-Back configurations So enjoy all the new additions, but please remember: It's only an experimental open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section[forum.scssoft.com]. Please check our modding wiki to get details pertaining to mods for the game. If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → public_beta → 1.40. No password required. View the full article
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