Community Announcements - Timmy the Duck Thief
We hope you immediately started signing the song from this announcement posted 2 years ago.
We are about to update this DLC with couple of new paints very soon!

If you own American Truck Simulator, you should also grab a free key for the upcoming ATS Halloween DLC. All you need are 3 hours of playtime.
Community Announcements - Timmy the Duck Thief
The life of a game developer is not all just about basking in the glow of a computer screen. We need to get out too - to perform "business networking" - and it's especially true in case of SCS Software, as we need to establish and maintain contacts not just within the games industry, but also in the huge universe of transportation and logistics.

You may have noticed a recent announcement with a short photo report by a small band of SCS developers visiting IAA Commercial Vehicles 2016. Trade fairs are an amazing opportunity for us to have conversations with the companies in transportation industry, to establish new contacts, as well as take a ton of photos as inspiration and reference for future development.

The IAA tradefair is taking place in several huge halls of Hannover Messe, each the size of a football field, and all around and between them. We have reserved two days to explore the expo, but still we have not managed to see it all. We have created a short movie with impressions from our IAA visit, to give you a sample of what it is like, though we cannot claim it to be exhaustive nor representative of all important stuff that was there to be seen. We were happy too see a lot of supporters of our truck games there, it was also great to see our game technology used in a 4-screen technology demonstrator by TrailerVue.

We hope that by the next IAA event, our ties with the industry will be even closer, and thanks to establishing new cooperation, there will be a lot more to be seen in the games and perhaps even on the show floor.

Only a few days later, a bunch of SCS guys were already sitting on a plane to Seattle, to visit Steam Dev Days. Valve's Steam platform is of critical importance for our business. With over a hundred million users there it is helping us reach new customers and grow our fan community. Equally important is their robust network infrastructure and easy game updating system, and support of "branches" that we use for our various betas. It allows us to experiment, gives us more room to grow, and we can focus on developing and expanding our games rather than struggle with their maintenance.

It was a great pleasure to see our American Truck Simulator logo on Valve's presentation slide recognizing games released in 2016 that succeeded thanks to being able to engage their fan community.

Talking about traveling the world and trade fairs... our fans in Poland, and we know that there is a lot of them, are invited to visit the upcoming Poznań Game Arena trade fair, taking place October 21 - 23. Our games will be there, and you will have a chance to play them and even get a peek into what's next, as this will be the first chance to play our upcoming Vive La France DLC expansion for Euro Truck Simulator 2! The add-on will be kindly presented there by our publishing partner IMGN.PRO, and even supported by a couple of SCS Software's very own Poland-born employees. Come see the add-on in Hall 7, booth 65!
Community Announcements - Timmy the Duck Thief
The following text is a guest blog post that we are bringing you on behalf of Truckers.FM. The phenomenon of fan community radio stations is something very special to our truck simulators, and we think it's worth wider recognition. Good luck in year two!

The success of Euro Truck Simulator 2 and American Truck Simulator have brought people together from across the world in ways we never imagined.  This weekend, a unique part of the community will be celebrating its 1st Anniversary.  Truckers.FM is a non-profit community radio station that broadcasts 24 hours a day, bringing your favourite trucking tunes right to your in-cab radio.  Volunteer presenters from around the globe dedicate their time to the station, taking song requests and making shout-outs.  They also help to advertise community run ‘Virtual Trucking Companies’, multiplayer mod events, and twitch streams.

Running a radio station like TFM is no easy task; it takes a team of 32 members to keep things running smoothly.  Although it takes a lot of dedication to keep drivers up to date on the latest traffic on the servers, broadcast live presentations, and take requests on the air, it’s all in a day’s work for the TFM Team!
So far this year, TFM has taken in over 42,000 requests from avid listeners, over 3,000 hours of live shows, and have even have had listeners into the thousands during special events!

“We are proud of our team and what we have created here,” says TFM Founder Mark. “We knew from the moment we started that it wouldn’t be easy, but we also knew how much we would enjoy supporting and entertaining the community.” It all sparked from an idea put together by the original founding members of TFM: Alex (London), Mark (The Stig), Chris (Chjl1234), and Zer0, who, along with many of the volunteer presenters and staff, make up the popular radio station. “It is the trucking community we are most grateful for,” says London. “Without their support throughout our time on the air, we wouldn’t be where we are today. That’s why we are giving back to the community with our #ONE celebrations this weekend!”

Truckers.FM #ONE celebrations will take place with support from SCS Software, Scania UK, and Flagship Events.  This birthday celebration will include special radio broadcasts, TruckersMP multiplayer events, game giveaways, Scania merchandise prizes, and much more!  Details can be found on our supporters’ social media outlets, and on the TruckersMP Forums.
Community Announcements - Timmy the Duck Thief
Greetings Truckers from all corners of the world ! Some discussions were made here at SCS Software and we have decided that we would like to do, from time to time, some special and dedicated blog-posts for all of you who ever wondered how things are going behind the scenes of our games. We are not able to promise how often these articles will be released and neither can we tell which topic will be the next one, but we think that they will shed more light into your minds about who we are, how we are doing things and so on. We all hope that you will like these articles and we are also looking forward to your opinions which you can, as always, leave in comments section below.

Have you ever wanted to know…

Have you ever wondered how our games are made? Where it all begins, which steps are implemented, how things are done, what is connected together and who is doing it? If you have, then this blog section, which we would like to start doing for you, is the right place you want to visit from time to time.

So without any further ado, lets take a look at our first topic of this series: 'Research'. It may not be as technical as some of our later posts but it reveals some of the most important work we do. So you can sit back, relax, and enjoy this piece about how SCS works „Under the Hood“.

What's next?

Imagine the following scenario: you are a member of the SCS Software team and you are just returning from a design meeting where it was decided that the next step in American Truck Simulator's life cycle is going to be the creation and implementation of the state of Arizona.  From that moment on, the research phase begins. And this phase is the first and one of the most vital steps in the process of creating all the content which you can see in our games.

As you have probably guessed, we would like to keep our products somewhere between the well optimized/hardware friendly and fun-to-play computer games, and the based-on-reality truck simulators. And to be able to hit the right spot in this balance, we need to gather as much quality data as we can before we actually start creating any new content in our in-game worlds. So first we need to ask ourselves many questions like what does it look like in the state which we want to implement, which cities are there, how many people live there, which factories have their branches there, which industries are located in this state, what kind of vegetation grows there, which mountains are located in this zone, which rivers are crossing this country, in which areas and so on. The answers for these questions are the fundamental building blocks of our work. And everything is quite connected together.  As you can imagine, for example, when we need to create the rest areas in Arizona, we need to know what do they look like. Do they generally have any vegetation, like trees? How many parking spots are there on average? Do they exist in isolation or are they usually part of some bigger complex that includes shops, hotels or gas stations? In which ways the trucks enter these places from the highways? Are there any different speed limits, and if so, are they enforced by law, and if they are, what law is it? Are there any state-specific traffic signs? And simply nearly everything else that could help us to enhance and correctly capture the resemblance of the things and situations we want to implement into our games. And that is not always an easy task. In fact, sometimes it is fairly tough challenge for our game designers. And sometimes parts of their work are gone because something has changed during the process of creation. For example, we recently encountered situation, in which we gathered some data about traffic rules in one state and when nearly everything seemed to be prepared for release, we found out that some of these traffic rules just have changed. And as you probably can imagine, unexpected situations like this can always do some damage to our plans and visions. And it is the good research with quality sources of information, that make us be able to face and overcome this threats.

It‘s still all about the highways… or not?

What is the first step of the research phase then? Some could say it‘s all about studying the road networks and to a certain extent, they would be right. But that is not really surprising, is it? We are doing truck games, of course that it is going to be about roads and highways. They are, after all, the backbone of traffic infrastructures. But it‘s still quite different look in this case. It truly is about the highways, but not only.

We primary focus on roads which are connecting the cities and industrial areas that we are going to create for our games. Secondarily, we focus our work on road networks connected with the points of interests, which are some special places that you, our beloved truckers, will recognize and appreciate when you will be driving among or along them. These places are for example unique landscapes, mountains, atypical parts of the countryside, special bridges, buildings and things that make some places unusual and highly memorable. To design these elements right, we use any possible and obtainable data and material like our own experiences with these places, information from our international colleagues and co-workers, photos, videos, articles and other multimedia channels. Also the big help comes from any satellite images or the 360 degrees apps which let us actually see that place like as we would be standing right there. And of course, another big help in this case is all the good and highly appreciated feedback that we are gathering from you ! ( Big thanks to all of you ! )

So for good research, we are gathering as much of these information as we can. Sometimes, when we are preparing a new state into our games, we find out that the countryside and other things are quite same as they were in the previous part of the map, so we can use some of our already created material. But sometimes we find out that we are going to need a lot of new stuff. And that is not always easy. As we here in Czech Republic say, different region, different manners. But I guess you will better know this proverb as „So many countries, so many customs“. So often we are going to need new type of vegetation, new textures for terrain, new traffic signs, new rules for speed limits, new looks for the buildings, bridges, landmarks and so on. And that‘s why we need as much accurate data as we can obtain. We don‘t want to create flat land with a coastal city named Paris and call it Arizona, right? Even deciding which cities we are going to put in the game is really affected by the quality of the research phase. And you can trust us that to decide what city is going to be created, is nothing to be easily said. These cities have to meet our requirements as are the location, size, agglomeration, industry, points of interest that are surrounding it and many many more. It is quite hard to make decisions like that, but we are doing our best to pass this challenges over and over again.

As the next step in this phase, all these gathered data are further divided to smaller teams of designers, or to individual map designer and then they are going to start creating the actual state in our map. If you want better example, I can give you some information that one of our map designers for American Truck Simulator has provided to me. His name is Patrik (the guy on the left in the photo below), he is 21 years old and he is behind the US 101 part of the ATS map, which starts in Oxnard and ends in the crossing with CA 58 road.

Some first hand testimony…

A quote from Patrik:

„When I was working on this part of our map, I relied on data and images captured by the satellites and the 360 degrees apps that we are using. I‘ve also got some hints from our great fans and international co-workers, who know these places well. Digital map gives me information about elevation profiles, satellite images show what is visible from the ground or road and classic photos or apps similar to the „streetview“ give me the right touch of how it looks like there in reality. Then I‘ve further identified particular places, which I found interesting and which I was able to put in. Let‘s call them ‚Points of Interests‘. So for a small example, outside the city of Oxnard was an unusual railway bridge, or in the location of Shell Beach it was atypical exit from the highway which leads right next to this small town.

The feedback that we are getting from you is highly valued source too. It was your feedback that leads me to the making of the city of Santa Maria which is located in Santa Barbara County. Or the tunnel pass which is going trough the mountains in this part of the US 101 was also based your on suggestions and feedback. I hope that one day we will be able to put all of your wishes and suggestions into our games. But as you should know, we are quite limited by the scale of the map, issues that come with it and other similar restrictions. So we are not able to put everything into the game for the time being, nor in the actual/real size, even though we would really like to.

After the including of these points of interests, we continue our work by filling the grounds, countryside, cities and whole locations with textures and models that fit well in those places. But that is rather a topic for an article about map design or model creation, so I will save that for later“

Factories, imports, exports…

Different look into the phase of research is the look to the economy part of the new state creation. It‘s still about gathering as much good information as we can, but this time, the material is based on the macroeconomics of the state and each city that we are going to put in. We need to know what is produced in that country or state, what is located in which city, what they import, export and things like that. Based on these data we are further making our balanced in-game economy. So for another quick example, if there is some huge chemical factory in one of our prepared cities, we need to know it so we would be able to put the imitations of these factories and industry into the game. You know, it‘s always good to haul some cargo which perfectly fits into the scenery and destination. When you are unaware of a huge agriculture zone around some city, you probably won‘t appreciate its presence in the game. But for players who actually were in these zones, it's really good to imitate this area according to the reality. It is always another bit of a challenge for us, but as was mentioned already, we are always doing our best to overcome them all.

It is not internet browsing, it‘s research!

Someone might say that the phase of research is just about browsing the internet and copy/paste some info, and so because of that it‘s a deficient activity. But that is not true. Research is extremely important. It is a fundamental pillar and backbone of everything we put in our games. Without good information and their sources, like were mentioned above, we would not be able to create states even a little similar to reality. We know that maybe every single one of you would like to see something a little different in our games, because as you know, we all are unique individuals with different tastes. But please keep in mind, that we are working hard to create content that you, our beloved truckers, would like to explore and drive thru with your mighty and heavy metal beasts. And so every single day, we are racking our brains on how to hit the right spot in the balance of what we are able to create, what visions are in our hearts and what you would like to see in our games.

Finally, we would like to thank you for your time and attention, for staying with us this far. We hope you find this article both illuminating and as interesting to read as it was fun for us to write. Please, let us know your opinions, suggestion and feedback in the comments below. What topic would you like to read next ? Let us know.
To our great fans, see you next time and remember….

Community Announcements - Timmy the Duck Thief
Our map design team has put huge effort into the new region of the game universe. We have lots of highly detailed places in the countryside that make the world interesting to drive through. We are doing our best to try to show France as it really is through the eyes of a truck driver. We hope that you will enjoy driving through "our" France as much as we do creating it.

We are mostly finished now with the new areas that we are building for DLC Vive la France! Our attention is now also focusing on re-touching some parts of the "old" of France that were already present in the base Euro Truck Simulator 2 game. At this stage of the project, there are still many weeks of work ahead of us - putting in finishing touches, testing everything thoroughly and making sure any problems we find are addressed, optimizing performance of critical spots, balancing the economy.

Lights of Paris

One of the decisions we made at the start of work on the new DLC was to concentrate on the "old" Paris in addition to building the new cities and roads. We have rebuilt whole new city from scratch, there is nothing left from the old version. We are serving a taste of the "new" Paris for you today. Welcome to Paris!

The city of Paris has been included in the base Euro Truck Simulator 2 game, together with partial map of France, ever since the game was released. But we felt that it deserves major improvement. This content, after undergoing the quality upgrade, of course remains available for all ETS2 players including those who do not plan to obtain the DLC Vive la France!

Francilienne and Périph

The most important element of the Paris transport structure are ring roads around and inside of Paris area. We focused mostly on the outside ring Francilienne and Boulevard Périphérique aka "Périph". Heavy goods vehicle traffic is being conducted for thoses bypasses and the inner Paris area does not intervene. Most important part of our work was to demonstrate the real feel of those city areas.

In addition to the road network we have built the tunnels which are integral part of Périph. The same applies for typical junctions that we built anew. For the rebuilding of Paris, we created a large and unique building assets that are all based on real landmarks. You will discover many of those unique locations on your way through Paris.

Smoothly running economy

An important part of each new town is its economy. We have built economic infrastructure, and you can look forward to new companies such as the airport or car factory and others. As a result, it was necessary to balance everything so that our new work is compatible with the global economy of the entire game.

Community Announcements - Timmy the Duck Thief

Just as every two years, we have visited IAA Commercial Vehicles 2016, the largest European trade show of transportation and logistics industry. Transportation expos are not as loud and crowded as major games industry shows, but they are in many ways even more impressive. This business is highly competitive, and especially the big manufacturers are ready to invest a lot to make sure their vehicles look the best.

We have walked the floor for three days, looking for inspiration, taking tons of photos, but most importantly, working hard to grow our list of contacts with the industry.

We also wanted to see what the guys from TrailerVue managed to build using our Euro Truck Simulator 2 to show their turn-assist camera system. They did a really great job, and we were happy that their interactive stand pulled quite a crowd all day long.

We were tweeting photos from the show in real-time and reposting to our Facebook, but chances are some of our readers will appreciate a short photo report from the event here on this channel.

Community Announcements - Timmy the Duck Thief
Ahoy, matey!  This day 'tis International Speak like a Scurvy Pirate Day! We be joinin' in th' celebration by releasin' themed band 'o Pirate Paint Jobs Pack fer ETS2! 'tis the hour, in fact, we be not limitin' ourselves just to paintjobs. While buyin', ye gunna receive four additional, themed cabin accessories, 'n 'o course th' Jolly Roger scurvy pirate Flag as well! Grog-filled truckin'!


Community Announcements - Timmy the Duck Thief
We are bringing you the very first officially licensed set of five trailers for Euro Truck Simulator 2. We've been in discussions with the Schwarzmüller Group to make this set since our trip to IAA 2014, so you can see it's taken us some time to finalize the licensing arrangement and to produce the content for the game. The resulting 3D trailer models are highly detailed and have been designed in accordance with technical references. All told we are excited to say that we're raising the bar on quality again!

Here's the Steam Store link to Schwarzmüller Trailer Pack DLC. The trailers in this set include the Food Cistern, Curtain Sider, Low Bed, Refrigerated Trailer, and Logging Trailer. The Schwarzmüller Group develops, builds, and services commercial vehicles that are ideal for highly competitive and demanding businesses.

As this is the first official content of this type, to celebrate the occasion we have agreed to make another PR stunt and give away 30 thousand activation keys for the new DLC to veteran players of Euro Truck Simulator 2. This could be another case study for future licensing talks and help us prove to brand owners that it's cool the be a part of our games' universe.

To join the giveaway, plese visit our blog:

All keys have been claimed, thanks a lot for your support! If you didn't get the DLC in the giveaway, you can buy it here:
Community Announcements - Timmy the Duck Thief
We are happy to announce that the final version of the 1.25 for Euro Truck Simulator 2 and 1.4 update for American Truck Simulator are now available via Steam. Big thanks to all of you who have contributed with your feedback and bug reports during the Open Beta period!

Let's recap the key features included with these updates:
  • Completely revamped DAF XF - we've reworked the old model and improved the it in many areas, increased the detail of textures, and remodeled quite a few of the parts.

  • Trailer selection - When you pick up a new job the game will now give you a chance to change the trailer look (or the trailer itself) if it finds that there are alternate trailer styles or textures available for the given cargo.  Even better, it works with modded trailers as well.
  • Custom steering wheel position -You'll be allowed to adjust the tilt of the steering wheel column or telescope it so you can create your perfect driving position.

Here's a log of the additional fixes and improvements that went into this update:

  • Cruise control is not disabled by the throttle anymore.
  • Interior camera zoom - You can bind the key for zoom in Options → Key and buttons → Camera controls → Zoom interior camera.
  • Option to set preferred job length generation in options.
  • Option to set split shifting input.
  • More unit display options (volume, consumption).
  • Separated map_data.sii from game_data.sii
  • Look_presets_defaults[] in interior camera
  • Change trailer looks to paint jobs.

Please also check out our modding wiki to get the best advice for modding either game.
Community Announcements - Timmy the Duck Thief
Today we are turning our attention to an undeniably important set of landmarks - bridges. We're re-introducing some of France's most famous bridges in the upcoming Vive la France! DLC map expansion. Can you guess which bridges we're showing?

The Pont de l'Iroise bridge over the Élorn river, near to Brest

The Pont de Normandie bridge over the Seine river

A landmark bridge at the entrance to the port in Le Havre

A suspension bridge over the Loire river near to Bourges

The Chavanon Viaduct at A89 autoroute (motorway)

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