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by Vinnie Terranova
04 Aug 2020 18:13
Forum: General discussion about the game
Topic: Idaho Discussion Thread
Replies: 4399
Views: 227267

Re: Idaho Discussion Thread

But a large area around the accessible region is active where we could see logging activities, and that could be considered as the prefab here. So we actually need a new definition of prefab. Well, I do like the new approach: it will bring the prefabs to life. I hope SCS will do that with other pre...
by Vinnie Terranova
04 Aug 2020 17:22
Forum: General discussion about the game
Topic: Idaho Discussion Thread
Replies: 4399
Views: 227267

Re: Idaho Discussion Thread

About prefab/postfab/pastfab/whateverfab: in the Idaho: Check Your Log-blog SCS wrote: Idaho will also see the introduction of a new prefab that will bring a new overall feel to the timber harvesting industry. Does anybody know what prefab is meant? I think it might be the big DeepGrove prefab north...
by Vinnie Terranova
04 Aug 2020 15:58
Forum: General discussion about the game
Topic: Iberia Discussion
Replies: 926
Views: 85071

Re: Iberia Discussion

With the upcoming Iberian DLC in the not so far future I wonder if we soon also can expect a blog about revisiting Germany (south part) and other old parts of the base map (Benelux, UK, etc)? I mean, we can notice it with the Idaho DLC for ATS: it is awesome. But the more awesome a DLC is, the bigge...
by Vinnie Terranova
04 Aug 2020 15:49
Forum: Maps
Topic: [REL][WIP] PaZzMod V 1.3.00 | Imperial County, East Riverside County, Yuma, Mexicali, San Luis R.C.
Replies: 379
Views: 56621

Re: [REL][WIP] PaZzMod V 1.3.00 | Imperial County, East Riverside County, Yuma, Mexicali, San Luis R.C.

As far as I know it works flawlessly. The only mod that does not work well is MUO, but that is known already.
by Vinnie Terranova
04 Aug 2020 14:00
Forum: Sound
Topic: Sound Fixes Pack v20.42 - ATS + ETS2 - 2020JUL23
Replies: 1854
Views: 326688

Re: Sound Fixes Pack v20.42 - ATS + ETS2 - 2020JUL23

Base.scs
\sound\ui\
To remove that yawning you might wanna try editing ui.bank.guids and/or ui_yawn_man.soundref and/or ui_yawn_woman.soundref and put those files into a new mod. But as I haven't tested it, there is a chance that this will not work, or that it will lead to a crash.
by Vinnie Terranova
04 Aug 2020 10:40
Forum: Maps
Topic: [UPD] Coast to Coast Map - v2.11.7 (UPD 31 Jul)
Replies: 9509
Views: 1170215

Re: [UPD] Coast to Coast Map - v2.11.7 (UPD 31 Jul)

And exactly what errors are SCS making?
by Vinnie Terranova
03 Aug 2020 21:02
Forum: General discussion about the game
Topic: Idaho Discussion Thread
Replies: 4399
Views: 227267

Re: Idaho Discussion Thread

West of Kennewick (US-97?) is also this huge Bushnell prefab, and it looks like the Salmon prefab is an exact copy of the Kennewick prefab. Actually there are three entrances: the arrows you draw are just roads to those three entrances. I guess one spawning point is between the three biggest buildin...
by Vinnie Terranova
03 Aug 2020 20:33
Forum: Bugs 1.38
Topic: Empty random event
Replies: 2
Views: 119

Re: Empty random event

No, unfortunately not. But if I come across that random event again, I will check my game.log.
by Vinnie Terranova
03 Aug 2020 17:33
Forum: Mods
Topic: Variables and Object Oriented Programming (OOP)
Replies: 1
Views: 149

Variables and Object Oriented Programming (OOP)

After creating some mods there are some things that I stumbled upon. It has all to do with Object Oriented Programming (OOP). 1. Variables overwriting each other due to loading order I created two different mods which both make use of economy_data.sii: Mod_A: SiiNunit { economy_data : economy.data.s...
by Vinnie Terranova
03 Aug 2020 15:51
Forum: Bugs 1.38
Topic: Weird things happen at random event
Replies: 2
Views: 82

Re: Weird things happen at random event

You would think so! :-D
Is there a Fox M. or a Dana S. you can hire as a driver...?

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