I had a bit of spare time today, so decided to try to use it to continue on with the Eddie Stobart rugby trailers, and actually managed to completed another, yippee, here are a few select screenshots of my latest trailer.
I think I might be getting the hang of this now, any views on these trailers, good or bad, comments are always welcome.
M@x
Thursday, 16 May 2013
Wednesday, 15 May 2013
Another Update Stobart Trailer Pack
I have taken a little time off today from working on the site transfer to continue with a trailer I had started a couple of days ago for the Stobart trailer pack, finally I think I managed to finish it, just another 6 or 7 of them left now.
Remember to check back on a regular basis as I am trying to supply as much pre-release information as possible for this pack.
M@x
Remember to check back on a regular basis as I am trying to supply as much pre-release information as possible for this pack.
M@x
Goodies from Logitech, still working on ETS2 patch
The latest information on the ETS2 patch from SCS
We have received a very cool offer from Logitech for closer cooperation. We are getting access to developer SDKs, allowing us to take better advantage of the capabilities of their input devices. We were also kindly provided with a heap of hardware to try out and develop on.
Here is another picture from the hardware test lab as we are putting the steering wheels, gamepads, gaming keyboards and mice to good use:
Having so much cool hardware around gave us an idea - we can do some sort of a competition related to Euro Truck Simulator 2 with really great prizes! Good quality steering wheel with pedals and gear stick makes a huge difference when playing our simulators, so hopefully we will make a few of you really happy.
We will need to wait a bit more though until the next ETS2 update is finally available. No doubt we are testing the limits of patience of many of you; taking so long with the patch. Big things are brewing, both for the next update and for the overall vision of future evolution of ETS2 and our truck sims in general. Unfortunately big changes in technology take time to develop and test properly, we cannot release them half-done. We are now mostly done with the changes planned for the game update, so please bear with us, the wait is almost over (though not quite, we are talking probably weeks, not days, before it's all fine-tuned for release).
You may be curios what it is that we are cooking it for so long. To satisfy this curiousity, for once let us open up the kimono and show you unedited release notes which were sent to our beta testing group yesterday along with a new game update 1.3.51. As you can tell just from the version number, we have been though a ton of internal builds with incremental changes and improvements over the past months, the release notes only cover changes from previous 1.3.38 internal build.
Hi
Finally, after long time, we have a new testable build.
Patch from 1.3.38
http://_censored_
Full install
http://_censored_
We did several significant changes so unfortunately it did take long
time to get things back to a usable state. It is possible that there are
still some bugs related to them. Note that profiles and saves written
by this build can not be loaded by older version so you should keep a
backup copy of them in case there is some problem or if you want to
switch to the previous version.
The first major change is change of the map format from single file to
set of sectors. This change allows several people to simultaneously work
in distinct parts of the map and might allow coexistence of mods which
independently extend various distinct parts of the map. We also changed
format of several definition files to improve coexistence of some types
of mods. Existing maps in older formats need to be loaded in the editor
and re-saved before they can be used.
The second major change is addition of asynchronous loading.
Significant portion of the data is now loaded asynchronously to avoid
temporary pauses during the game. Note that currently there are still
things, mostly related to AI traffic, which do not support the
asynchronous loading so the pauses might still happen.
As side effect of work on multi-monitor support (still experimental),
the non-ui portions of the game now do not use letterboxing for
non-widescreen resolutions and instead they expand the vertical FOV.
Note that the advisor/on-hud mirrors are currently still positioned on
theirs letterboxed positions.
Known issues:
*) Some new texts are still in english and the build was currently not
updated from GetLoc.
*) The map contains parts which will connect to DLC. They are currently
not marked as unreachable so they are visible in the map and it is not
possible to get 100% exploration of the map.
*) Signs in new parts of the map are not finished yet.
*) When loading older save, the console will contain error messages
about various quarry objects. This is expected.
Additional changes
*) Improved resistance to missing data to some degree
*) It is possible to change length of transition area for clutch pedal
using g_pedal_clutch_range cvar
*) The engine now consumes fuel when left idle.
*) Various fixes and improvements of truck dashboard indicators and
backlight intensity
*) Various physics tweaks + even stronger clutch
*) Support for output of truck telemetry information for use by
third-parties (still work in progress)
*) Force feedback parameters were extracted to definition file so they
can be tweaked by mods
*) Fixed AI curves on UK bus stops
*) Added rumble-stripes to some prefabs
*) Fixed electro poll in the Sawmill
*) Fixed floating lines in recruitment agency
*) Tweaked "give road" sign
*) Fixed hole in forest mountain
*) Fixed missing light above 3rd door in garage
*) Magnum: Adjusted paintjobs, narrowed fenders
*) Fixed various bus stations
*) Fixed pavement in Bremen
*) Fixed alpha sorting for tunnel signs
*) Added stop lines to various prefabs
*) Fixed direction of arrows on roundabout signs
*) Adjusted curves on some crossroads to prevent AI crashes
*) Fixed shadows of some accessories
*) Fixed intensity of small light accessory
*) Fixed positions of accessories on frontgrills
*) Volvo: Fixed interior animations
*) Scania: Paintjob fixes
*) Various other map fixes
We have received a very cool offer from Logitech for closer cooperation. We are getting access to developer SDKs, allowing us to take better advantage of the capabilities of their input devices. We were also kindly provided with a heap of hardware to try out and develop on.

Here is another picture from the hardware test lab as we are putting the steering wheels, gamepads, gaming keyboards and mice to good use:

Having so much cool hardware around gave us an idea - we can do some sort of a competition related to Euro Truck Simulator 2 with really great prizes! Good quality steering wheel with pedals and gear stick makes a huge difference when playing our simulators, so hopefully we will make a few of you really happy.
We will need to wait a bit more though until the next ETS2 update is finally available. No doubt we are testing the limits of patience of many of you; taking so long with the patch. Big things are brewing, both for the next update and for the overall vision of future evolution of ETS2 and our truck sims in general. Unfortunately big changes in technology take time to develop and test properly, we cannot release them half-done. We are now mostly done with the changes planned for the game update, so please bear with us, the wait is almost over (though not quite, we are talking probably weeks, not days, before it's all fine-tuned for release).
You may be curios what it is that we are cooking it for so long. To satisfy this curiousity, for once let us open up the kimono and show you unedited release notes which were sent to our beta testing group yesterday along with a new game update 1.3.51. As you can tell just from the version number, we have been though a ton of internal builds with incremental changes and improvements over the past months, the release notes only cover changes from previous 1.3.38 internal build.
Hi
Finally, after long time, we have a new testable build.
Patch from 1.3.38
http://_censored_
Full install
http://_censored_
We did several significant changes so unfortunately it did take long
time to get things back to a usable state. It is possible that there are
still some bugs related to them. Note that profiles and saves written
by this build can not be loaded by older version so you should keep a
backup copy of them in case there is some problem or if you want to
switch to the previous version.
The first major change is change of the map format from single file to
set of sectors. This change allows several people to simultaneously work
in distinct parts of the map and might allow coexistence of mods which
independently extend various distinct parts of the map. We also changed
format of several definition files to improve coexistence of some types
of mods. Existing maps in older formats need to be loaded in the editor
and re-saved before they can be used.
The second major change is addition of asynchronous loading.
Significant portion of the data is now loaded asynchronously to avoid
temporary pauses during the game. Note that currently there are still
things, mostly related to AI traffic, which do not support the
asynchronous loading so the pauses might still happen.
As side effect of work on multi-monitor support (still experimental),
the non-ui portions of the game now do not use letterboxing for
non-widescreen resolutions and instead they expand the vertical FOV.
Note that the advisor/on-hud mirrors are currently still positioned on
theirs letterboxed positions.
Known issues:
*) Some new texts are still in english and the build was currently not
updated from GetLoc.
*) The map contains parts which will connect to DLC. They are currently
not marked as unreachable so they are visible in the map and it is not
possible to get 100% exploration of the map.
*) Signs in new parts of the map are not finished yet.
*) When loading older save, the console will contain error messages
about various quarry objects. This is expected.
Additional changes
*) Improved resistance to missing data to some degree
*) It is possible to change length of transition area for clutch pedal
using g_pedal_clutch_range cvar
*) The engine now consumes fuel when left idle.
*) Various fixes and improvements of truck dashboard indicators and
backlight intensity
*) Various physics tweaks + even stronger clutch
*) Support for output of truck telemetry information for use by
third-parties (still work in progress)
*) Force feedback parameters were extracted to definition file so they
can be tweaked by mods
*) Fixed AI curves on UK bus stops
*) Added rumble-stripes to some prefabs
*) Fixed electro poll in the Sawmill
*) Fixed floating lines in recruitment agency
*) Tweaked "give road" sign
*) Fixed hole in forest mountain
*) Fixed missing light above 3rd door in garage
*) Magnum: Adjusted paintjobs, narrowed fenders
*) Fixed various bus stations
*) Fixed pavement in Bremen
*) Fixed alpha sorting for tunnel signs
*) Added stop lines to various prefabs
*) Fixed direction of arrows on roundabout signs
*) Adjusted curves on some crossroads to prevent AI crashes
*) Fixed shadows of some accessories
*) Fixed intensity of small light accessory
*) Fixed positions of accessories on frontgrills
*) Volvo: Fixed interior animations
*) Scania: Paintjob fixes
*) Various other map fixes
Tuesday, 14 May 2013
Eddie Stobart Rugby Trailer Pack Update
It has been a long time since I first released the information regarding my work on the stobart rugby trailers, and after having lots of problems both at home and at work I have started to continue my work on these amazing real life trailers.
Above are trailer pictures are still a work in progress, and I am trying to spend as much time as possible working on them and others that will be in the pack if I ever get it finished.
Some of you know the reasons behind me not finishing this pack already others do not, so I thought I would post a couple of lines to explain why I have not been working on them, a few months ago I was about ready to release a pack containing 10 of these trailers for public use, but my hard drive failed and I lost hundreds of hours worth of work, and of course I did not have a back up, I did have a few of the staff on the forums as beta testers but unfortunately none of them had any of the files to hand, so I restarted the work from scratch ( as I mainly started this project for my son who is a Eddie Stobart fan ). After a two week wait, a staff member who had been off the forums for a few days, posted that he had a early beta, so now I have a very early set of files that I am working on
Also we are in the middle of moving the forums to a new location, so this is also why I have been taking so long on the trailers, We are hoping to complete the move in the next day or so, so fingers crossed it goes smooth with no problems.
M@x
Above are trailer pictures are still a work in progress, and I am trying to spend as much time as possible working on them and others that will be in the pack if I ever get it finished.
Some of you know the reasons behind me not finishing this pack already others do not, so I thought I would post a couple of lines to explain why I have not been working on them, a few months ago I was about ready to release a pack containing 10 of these trailers for public use, but my hard drive failed and I lost hundreds of hours worth of work, and of course I did not have a back up, I did have a few of the staff on the forums as beta testers but unfortunately none of them had any of the files to hand, so I restarted the work from scratch ( as I mainly started this project for my son who is a Eddie Stobart fan ). After a two week wait, a staff member who had been off the forums for a few days, posted that he had a early beta, so now I have a very early set of files that I am working on
Also we are in the middle of moving the forums to a new location, so this is also why I have been taking so long on the trailers, We are hoping to complete the move in the next day or so, so fingers crossed it goes smooth with no problems.
M@x
Tuesday, 7 May 2013
Life Of A Virtual Trucker Part 10 Numberg To Breman ) Part 2
Life Of A Virtual Trucker Part 10 ( Numberg To Breman ) Part 2
The end of the journey, I start from where part 1 finished, at the services, and continue until I reach Breman
Part 11 Coming soon
The end of the journey, I start from where part 1 finished, at the services, and continue until I reach Breman
Part 11 Coming soon
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