Search found 446 matches
Anyone know a way to build in a custom gear pattern into the game so it can be selected in place of the standard EF13 / EF18 etc.? I defined a 9-speed 2-range gear set, for heavy haul work. It's based off a regualr 9-speed fuller, and nominally uses 2 axle ratios, 3.08:1 and 10.5:1. Overall range of...
- 27 Nov 2019 17:14
- Forum: Frequently Asked Question
- Topic: Mutli Torque engines
- Replies: 19
- Views: 1859
The modern multi-torque, as I understand it, is as Max and others say: in the top ratios the engine torque at lower revs is boosted so you can continue cruising in 8L or 8H or equivalent gears, and don't have to downshift so often - making for more relaxed and more efficient cruising. However, I'm e...
- 05 Nov 2019 10:08
- Forum: Maps
- Topic: Mantrid's Large Scale USA (Pre-Planning)
- Replies: 170
- Views: 13913
On the subject of scale: don't forget, this is a game. If you make 1:1 it's likely that it gets too much like "work" to drive it. The current scale SCS are using is still a little cramped, but once you have the whole US to play in, so you can do 2000 mile jobs, they take long enough to drive that it...
- 05 Nov 2019 09:59
- Forum: Maps
- Topic: [WIP] ProMods: Canada version 1.x updates and discussion
- Replies: 704
- Views: 67007
Great to see a good Canada mod in the pipeline. Having seen the job Promods did in ETS2, I'm sure it'll be worth the wait.
Anyone who uses this, please DL and replace it - I just noticed that they seem to have fixed the inept greyhound bus, so I've now incorporated that fix which I hadn't noticed when updating it. My bad...
Sadly, my AI headlights mod seems now to be terminally broken. What it used to do was to add the (obsolete) headlight definition stuff back into the AI vehicle defs. This used to still work, but although it doesn't seem to generate any errors, the lights stay in SCS default "stupid" alignment, like ...