Euro Truck Simulator 2 - Timmy
Open Beta 1.28 for Euro Truck Simulator 2 is now ready for you to try!



This update will bring the highly desired functionality of double trailers into the game. For their initial introduction, we will make transportation jobs with double trailers only available in the countries of Scandinavia, where we know them to be legal. We will be looking into additional territories or stretches of the road around Europe where local regulations allow for them to be operated, to expand your transportation choices in the future. For those interested in the details, you should look here and here. Nonetheless, we are sure it will be amazing to drive doubles through narrow roads and steep hills of Scandinavia for now.









Another highly visible feature coming with 1.28 is the option to use alternate backgrounds for the game's main menu.



New light flares have been a big change that was worthy of its own dedicated announcement and you can take a look at it here.

We're looking forward to what modders have in store for our latest Open Beta, we're sure it will be amazing as usual. One of the reasons for providing early access to our betas is to make sure that modders can test-drive their creations and adapt to any new stuff or technology changes before the final official update hits the servers.

MAIN FEATURES

MINOR CHANGES
  • Auxiliary brakes system support (engine brake and retarder in one control element)
  • Fixed licence plate change in states/countries where no city formats exist
  • Fixed brake vs parking brake behavior
  • Fixed tire noise of silent tires
  • Retarder improvement (better cruise control behavior, no braking with throttle, icon when moving only)
  • Steam Inventory support to allow for distributing rewards from upcoming World of Trucks events
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 Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.28 public beta. No password required.
During open betas, there is a dedicated beta site for World of Trucks, which is used to safely test all new features. Please visit World of Trucks Open Beta web for more information. Also check our modding wiki too to get details pertaining to mods for the game.

Just as with the previous Open Beta releases - please keep in mind that this is still only a beta version of the update! You may experience instability and/or bugs and kinks. It’s completely okay if you want to wait for the final release. But if you are interested in providing feedback at this stage, be sure to let us know on our forum, you can join the discussion here and report bugs here. We appreciate all your feedback immensely.

American Truck Simulator has an open beta too:

https://steamcommunity.com/games/americantrucksimulator/announcements/detail/1440441062980034117
Euro Truck Simulator 2 - Corleth
We know that our fans are waiting for any new information about the status of the upcoming update for our games. We finally believe that the extensive internal testing of the new content for Euro Truck Simulator 2 and American Truck Simulator is almost complete. An Open Beta stage is planned next, but we do not want to release a build of the game with any known issues even into beta. At this point, we are still tweaking the last little things so we can invite you all to test new content as soon as possible, hopefully early next week.

In addition to new features, you can look forward to improved DAF XF 105 in the next update for Euro Truck Simulator 2. We have revisited the truck model and made quite some changes to the Exclusive and Standard interior. In the exterior, the changes touched stock sun shield for Super Space Cab and Super Space Cab Plus.


We're constantly striving not only to deliver new content but also to improve the existing one that we can proudly offer the highest standard of truck simulators to our fans.


Related articles:
http://steamcommunity.com/games/227300/announcements/detail/1294067099912833659
http://steamcommunity.com/games/227300/announcements/detail/1335730452506903011
Euro Truck Simulator 2 - Corleth


Welcome back to next episode of the UtH series. First of all, we'd like to thank you for all of the good feedback you've given us under previous articles dedicated to the deeper description of how things are made at SCS Software. The last article became quite a wall of text, so I'll try to grow something shorter and smaller this time.

Yes, the word grow is used as intended there, because today we're going to take a look at assets of vegetation in our games! So grab your gloves, shovels, clippers, fertilizer etc. and let's go gardening!

You need to know what you want to grow

Maybe it starts to sound quite repetitive, but the creation of vegetation assets begins at the research phase too. As we've written a few times already, when you want to make in-game content close to reality as possible, you need to gather all available information about everything you're going to recreate. And vegetation is no different. You definitely don't want to bring roads, mountains, buildings and everything else precisely created by real exemplars and then ruin the final feel of the whole new zone by adding trees, bushes, plants etc. who are totally not even from the same climatic zone. For example, just imagine desert full of deciduous trees. That'd look really foolish.
Hence, as in the other realms of a creation of our games, we do deep research for vegetation too. When a new zone is being researched, we gather information and useful material about places and zones located near the roads and highways which are going to be implemented. And not only the plants, but also ground and terrain such as fields, forests, meadows and so on. For this purpose, we use every possible way of getting quality material. For example an external database of textures, photos, online photos and videos searching tools, applications similar to 'streetview', satellite shots and also our own photos and videos which we try to capture every time some of our colleagues are somewhere on the roads. Sometimes it's easier, sometimes it's not.



As you probably know, our company is located in Prague, Czech Republic. That means we're located in Central Europe. So when we create a new state or zone for ETS 2, it's much easier to get good material by our own doing than for new areas in ATS. Yes, vegetation is different in each European country too, but it's still quite similar, well known for us or at least not so far away. If you're asking that it means we sometimes simply take a camera and go into the woods then the answer is yes. For example, in the team of asset designers, it's quite normal that one of the artists dedicated to vegetation systems says something like he's not going to be available in the office tomorrow if the weather will be good for shooting. Maybe we can publicly admit, that some of the deciduous forests in France had their foundation in material captured in the nature of the Kunratice valley, a small part of Prague. Does it sound like our colleague got it too easy? Unfortunately, he didn't. Because when he was there, the weather suddenly changed from partly cloudy to quite a big storm and he came back wet and cold as an abandoned dog. But as it's said, there's no greenery without water.



Seeds, ground, and patient care, right? Or not?

But how are the vegetation assets made? When we have all the good data and material we need, the phase of creation begins. It starts with a texture and mask. You need to capture and recreate the look, colors, pattern of foliage, bark, translucence, shine, shadows and so on. Then it's time to create the whole model. To make the width, height, shapes, roots or treetops. To decide how big the vegetation asset will be, how small, how it will look dry, fresh, healthy or withered. As we've been gaining experience with every new zone we made for our games, we started to create more looks and versions of every single vegetation asset we create. The reason is probably really obvious - to have more options, to be able to create the whole forest composed of different trees and plants of the same or similar species. No one wants to make a greenery zone full of exactly the same models of vegetation.



When the models are done and the textures are put on them, the whole compositions are recreated a few times again but with different 'Level Of Detail' (as you can see on the picture below). The purpose for that is to bring even more options for map designers as they need to distinguish highly detailed assets which are placed near the roads where players are able to drive or lower detail assets which are placed on the horizon far away from the player's close range. The whole set of new vegetation is further assigned to the map designers along with new textures for ground, terrain, 2D 'walls of textured horizon' which serve as coulisses at the maximum viewed distance. And also the information and suggestions of its use and placement.



Gloves + shovel or keyboard + mouse?

Definitely keyboard and mouse. Like the other assets and models in our games, which are made in graphic applications and software, vegetation is no different. Two colleagues out of our team of asset designers are currently dedicated for vegetation systems, and they use the same or quite similar tools. It doesn't matter if they're going to make new buildings, traffic signs, or trees and plants. So if you're interested in which software they use, we can give you some tips such as Adobe Photoshop or our own SCS plugin for Blender and Maya. This plugin also includes specialized Vegetation tool.

 As you can see in the gif below, one of our colleagues found passion and love in vegetation asset development since one classified space program ended. Do you recognize him?



The whole process of new vegetation asset creation is really complex, comprehensive and quite difficult. As you can probably imagine, every single tree or plant, ground or terrain texture needs a different approach if you want to make it well. And even when you have enough time, material and skill, you can't capture nature's diversity exactly as it is in reality. Moreover, there are many other things which we need to keep in mind but nature doesn't. For example the impact on players' hardware, polygons, scale or texel (pixels in a meter) detail limitations, a transition between models' LODs (level of details), vegetation translucence, wind animations (set manually for each single branch) of the whole trees or in the leaves,  and much more. There are so many things you mustn't forget. And our games are not located right in the middle of nature but on the roads. We can imagine how hard it must be for studios which make for example RPGs or FPS shooter games. But on the other hand, they often don't need to do everything according to reality, right?

Don't forget to water the plants

Well, it looks like I failed with my initial intention to write a shorter article than the previous one. Hope you don't mind and that you've enjoyed reading it, that it has brought new information about how another part of our games is made. 
As always, thank you for your time and I'm looking forward to reading your comments, criticism, feedback, and suggestions on which topic you'd like to see covered in the next article from the Under the Hood series. Until we meet again, have a great time and don't forget to water the plants. At least those you have at your flat or house. And we'll keep an eye on those which are in our games. Do we have a deal?

Related articles:
http://steamcommunity.com/games/227300/announcements/detail/804282250013068875
Euro Truck Simulator 2 - Timmy
We are working hard on addressing the remaining known issues before we can start the Open Beta process for the next major updates for both Euro Truck Simulator 2 and American Truck Simulator. We thought that you may be interested in learning about one little visual improvement that we are planning to introduce as a part of the update...

We have never been quite happy with the way vehicle lights look, doing something about it was on our wishlist since the launch of Euro Truck Simulator 2. Our coders have actually improved the underlying system a while ago already, but finally, we have caught up with them and tweaked the "sprite" graphics, which in fact involved painstaking re-adjustment of a ton of various numerical constants that define light flare behavior.

The light flares in our games have always been growing too big at a short distance, masking out the entire headlight and any interesting shape and detail. Our goal for the change was to make sure that the lamp mask can be seen during both day and night without the excessive glare.



At longer distances, the new system adjusting the flare intensity still had to make sure that lights do not disappear. The eye is very good at catching the photons coming in even from a tiny source in the distance, and our system has to emulate it.

You can see the results of our effort on today's comparative series of screenshots.



Euro Truck Simulator 2 - Timmy
A lot of fans have reminded us that the release of the Heavy Cargo DLC packs for Euro Truck Simulator 2 and American Truck Simulator respectively would make a nice opportunity to introduce some new Steam Achievements for the games.

We decided to heed the advice and just added 5 new achievements for each game, slightly different so that owners of both games can have a somewhat different experience hunting them down.



Thanks to /u/rockandrole8 on Reddit's /r/trucksim who made a nice comparison of the two sets of achievements!

The Steam sale continues and our games are on sale. Get some DLCs and surprise your friends!
Euro Truck Simulator 2 - Timmy
We are proud to announce our partnership with the European Truck Racing Association (ETRA). ETRA has been the promoter of the FIA European Truck Racing Championship (FIA ETRC) since 2016. They have been very kind to approach SCS Software with the opportunity to show our games to the visitors of ETRC racing weekends.



Here is the plan - SCS Software will be a part of the show at several upcoming championship races in 2017, and possibly beyond!

The very first event coming up is the third round of races, held in Germany at Nürburgring, July 1 - 2, 2017.

And we are really pressed for time...

You see, we have been thinking about building some sort of demonstration platform for our games for quite a while already; something that we could deploy to the various games industry shows, as well as transportation industry events, something that would make a lasting impression on visitors. The impulse from ETRA was the final inspiration to turn the vague plans into reality. The final go-ahead was given only a couple of months ago, and we started designing and working immediately under a crazy tight deadline.



We are building something really special. The ETRC race series visitors will be the first to see it, but there are several more gaming and trucking shows in our calendar. Our team of specialists has been working on a unique exhibition platform. Its basis is a forty feet long cargo container, which is being refurbished with a custom-made interior. Our visitors will be able to experience a ride in Euro Truck Simulator 2 on an advanced 4DOF motion-sim platform with a three-display setup. We are packing in not just one of those high-tech simulators but two! We are still hard at work actually, far from finished. The special trailer will arrive at the first event still smelling of fresh paint!



SCS Software's On the Road Team is looking forward to the European Truck Racing Championship events, and we are excited to invite the fans of our games to meet us there in person. Oh, and you may happen to see a bunch of really cool racing trucks up close!
Euro Truck Simulator 2 - Timmy
Simulation of suspension and weight distribution

For well over a year, our programmers and testers have been spending a huge amount of time and effort with the goal of bringing more interesting cargo and trailer combinations into our games, adding proper support for one of the most requested features: doubles, heavy cargo, advanced and multi-joint trailers.
You may wonder why this feature, in particular, should be so difficult and demanding to pull off. After all, we had reasonably working road trains in one of our earlier sims in the 18 Wheels of Steel series games. But the fidelity and accompanying complexity of our physics simulation has increased by an order of magnitude since then. Making sure all things are in balance and in sync is getting more complex as well. Efficient physics of the trailer where many wheels are touching the road is proving to be a tough task; we had to iterate a lot, especially with cargo weight distribution and accompanied suspension loads.



Over its lifetime, a trailer will carry thousands and thousands of tons of cargo, ideally while operating with as little maintenance as possible. To withstand the harsh demands, and to deliver the load to its destination safely, it is crucial to observe the weight of the cargo. If you overload a trailer, or if you do not balance the weight right, it may cause damage to the trailer, its suspension or wheels, it may damage the road, and most importantly, it will make it unsafe to operate. With the never-ceasing demand to transport more and heavier cargo, the transportation industry has adopted new solutions to overcome the technical and legal limitations, in most cases centering around adding more length and axles to the tractor and semi-trailer.
It is not just about the number of axles though, it is about where they are and how trailer as a whole behaves while under load. There are considerable differences between North America and Europe.

In Europe, the legislative push is to limit the overall length of the truck and trailer combo, while making sure the total weight is distributed such that no wheel is pressing on the road surface too hard. Ultimately, this has lead to adding axles to the rear of the tractor as well as adding them generously under the relatively limited-length trailer. As engineers realized that putting more wheels next to each other causes problems with tyre scrub (due to high lateral friction, a paper about the topic here, chapter 2.1.3), a creative solution was adopted, making the wheels follow the turn or even steerable.



On the other hand, in the USA, the regulation is a bit more flexible about total truck length. There are still tough restrictions regarding weight on each axle, but there is also legislation in place making sure that the weight is not concentrated over a short length, pushing to increase the distances between the axles. The engineers, in turn, made the trailers longer to spread the weight in such way that it will comply with Federal Bridge Formula (source). To lessen tyre wear and to make it possible to make turns in reasonable fashion, trailers with multiple pivot points were adopted.



The primary duty of suspension is keeping the wheel on the road. It is effectively pushing the wheel into the ground to make sure that friction caused by wheels is sufficient to either brake or to corner. It is also in place to absorb the energy of impacts from road bumps, potholes, uneven roads or unexpected shifts of weight caused by side wind. The suspension system has to be incredibly durable, each axle has its own suspension system which takes care of the load on each wheel separately, working as a dynamic system absorbing energy from the environment. There are several types of suspensions used in cargo transportation, but this may deserve a future topic of its own.
Brakes are arguably the most critical part of a vehicle. Either from standpoint of safety of others on road, or safety of the cargo, we all want them to work as intended. With multiple axles on the vehicle, each axle has to have its own brake system.

By far the most complicated problem we encountered was the distribution of weight along the multiple axles and pivots of new trailers. We had to rework weight distribution algorithms in order to make it work for new trailers and to make sure that old ones wouldn't be negatively affected. Our constant battle with the numerical stability of the suspension simulation code is far from over.
During testing and tuning, we encountered many issues, some quite hilarious, especially when we had to (re)learn backing and reversed steering. We had a lot of fun debugging it. In general sense, it was all about making the behavior of the trailer appear to work correctly with the player's input. That proved to be the largest challenge for us, especially with steerable trailers for ETS2. We definitely enjoyed working on them immensely. In the end, our determination, grit, and dedication prevailed, and it was a very proud moment for us to share our experience and the final product of our tireless effort with all of you!

Related articles:

https://steamcommunity.com/games/227300/announcements/detail/2362546845450439701

https://steamcommunity.com/games/americantrucksimulator/announcements/detail/1336854469196981783
Euro Truck Simulator 2 - Timmy
We're still receiving really great pictures of gaming setups and places from our fellow truck simmers and we'd like to share another batch of these photos with the rest of our fanbase. It's so motivating to see that our work can inspire some of the players to spend considerable time and effort to build so elaborate setups for virtual trucking!

If you've missed the previous sets of gaming rig pictures, you can check them at the links under this article. And if you'd like to share your awesome place where you're hauling digital cargo, please send us your photos to inboxes at any of our official facebook profiles: Euro Truck Simulator 2, American Truck Simulator or SCS Software.

Here come the pictures:
















Thank you, our fellow truckers! And until next time - take care and have a great time!

Related articles: Community's Driver Seats, Community's Driver Seats #2
Euro Truck Simulator 2 - Timmy
At SCS Software, we always have several internal projects under way, big and small, in various stages of completion - from pure concept research, to pre-production, to full-blown production. We try to keep things mostly under wraps until we gain enough confidence that a project is viable. It is always a great pleasure to finally make the announcement when we are ready to release something new!

Today, we are proud to bring you a new DLC for Euro Truck Simulator 2 - the Heavy Cargo Pack is here!

Along with this new pack, there is a lot of content which will be added into the base game as a FREE update for everyone. But first, let's check out the new content in the DLC:

https://www.youtube.com/watch?v=wsTXfykuKLo

New Cargoes





Prepare yourself for 8 new heavy haul cargoes:
  • Asphalt Miller
  • Industrial Cable Reel
  • Concrete Beams
  • Crawl Dozer
  • Locomotive
  • Metal Centering
  • Mobile Crane
  • Transformer

New Trailers



The new DLC contains a pair of new high-tech trailers: Single Extendable Flatbed and Semi Lowloader with Drop Deck. These trailers come with steerable axles for safer navigation around tight bends.

http://store.steampowered.com/app/531131

The good news today don't just stop here. We are also adding a lot of free content and a new feature into the base game!

New Truck Chassis Variants and Tuning



While working on the new heavy cargoes, we were inspired to take a look into special transport variants of truck tractors. The fan community has long been asking for 8x4 chassis options, and this is a great opportunity to finally introduce them into the game. We don't have 8x4 chassis option available for all the trucks in the game at this moment, but we hope that you will be happy to find it available for Mercedes-Benz New Actros, Volvo FH 2012, and both Scania R and Streamline trucks.

The new chassis variants are a free part of today's game update, so you can try them out immediately even without buying the Heavy Cargo Pack DLC. For each new vehicle variant, we have also created a set of new paint jobs too, to make you feel real unique and anxious for the more difficult challenges. In addition, we have added several new truck tuning accessories into the game, such as wheel tuning parts.

Truck Analysis Screen

With the new heavy loads, you may find out that not all trucks are equally suitable for hauling them. There are technical as well as legal limitations and implications for transporting heavy cargo in the real wold, and while Euro Truck Simulator 2 is only a game, we felt that the players should be aware of them. All manufacturers offer a wide range of options for the trucks, and the companies that buy them try their best to optimize the configuration to best suit their needs, while making the purchase economical - both at the time of purchase and even more importantly while operating them.




The new Truck Analysis screen is our attempt to indicate the suitability of a particular truck configuration for various operational scenarios and conditions. This new feature works in the upgrade shop too, where it may help you configure your truck to best fit your goals and budget.



The Truck Analysis screen doesn't impose any restrictions on your choice of vehicle, it is only there as a guide. But we think it may be a good idea to pay attention to the advice. You may make the screen disappear with a single click, but half an hour later, you may find yourself in real trouble trying to pass a difficult spot in the world, and upset that you have not made a wiser choice of the truck to pull the heavy cargo.

Well, do you have what it takes to answer the call of heavy duty? We bet you do!

Related announcements:

https://steamcommunity.com/games/americantrucksimulator/announcements/detail/1301947220322658068

https://steamcommunity.com/games/227300/announcements/detail/468780659734692531
Euro Truck Simulator 2

I'll readily admit to not being heavily invested in Euro Truck Simulator 2, and nor have I ever been active in its fan community. But reading between the lines of SCS Software's latest blogpost, it seems that double-trailer trucks have been a long requested feature in the series. And it's not hard to understand why: not only would it be very cool to drive a truck with two trailers, but it would no doubt add a new layer of realism to the roadtrip simulator.

So it's nice that, after a seemingly long period spent nutting out the finer details of the addition, SCS Software is almost ready to implement it. "After quite some years of internal discussions and frankly some frustrations and struggles to have the gameplay as well as technical side of multi-trailer physics support ironed out, we finally feel ready to reveal fresh info about our progress on doubles," the studio writes.

The addition of double trailers will come as part of a forthcoming update to both Euro Truck Simulator 2 and American Truck Simulator. The studio expects the update to roll out "in early summer" (early winter in Australia), and it'll also usher in some new physics improvements.

Here are some more screenshots of the double-trailers in action:

...

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