ATS 1.37 Discussion

koolizz
Posts: 233
Joined: 05 Aug 2019 10:30

Re: ATS 1.37 Discussion

#2661 Post by koolizz » 23 May 2020 14:10

Can I ask, why is the game so dead sounding and lacking in ambience sounds. In a city while parked, I hear not a single noise. In forest while parked, I hear not a single animal or bird. In desert while parked, I hear no rustling wind noise. At night while parked, I hear no crickets. Are these supposed to be in 1.37 or don't they exist? My game has like 0 environmental sounds.

User avatar
supersobes
Global moderator
Posts: 9201
Joined: 07 Dec 2016 21:53
Location: Northern Virginia, USA
Contact:

Re: ATS 1.37 Discussion

#2662 Post by supersobes » 23 May 2020 14:38

That truck overtaking the tractor in a no passing zones is definitely a mod thing. In the vanilla game, the tractors only cross the main roads, not drive on them.
Image
Scania trucks are the best, but the Peterbilts are good too.
Road signs are just as important as the road itself.

World of Trucks Profile | ATS Screenshots | ETS2 Screenshots | Forum Rules

User avatar
flight50
Posts: 13039
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: ATS 1.37 Discussion

#2663 Post by flight50 » 23 May 2020 17:03

@koolizz. Because they couldn't get everything into phase 1. They mentioned this in the blog that it will take several phases. Look at Fmod implementation as starting from scratch. Everything will need to be redone and some. Just give it time. Phase 1 was just getting the foundation laid and they did a pretty good job overall. Still some adjustments can be made but a fairly satisfying update imo.

Mikke
Posts: 8
Joined: 04 Jun 2019 08:20
Location: Rajamäki, Finland

Re: ATS 1.37 Discussion

#2664 Post by Mikke » 25 May 2020 09:43

@flight50, that must be different in ATS and ETS2 then. Recently I've been only playing ETS2, and it definitely has those ambience sounds that @koolizz mentioned. Might need to load up ATS later today, and test with it too.
ETS2 had the 1.37 update later than ATS, so it's possible they got more features included there.

Freeze338
Posts: 267
Joined: 15 Nov 2016 21:09

Re: ATS 1.37 Discussion

#2665 Post by Freeze338 » 25 May 2020 10:07

@Mikke those sounds are actually a existing on previous version of ETS2 as well. I always can hear the birds when I stop my engine and take a look around. I don't understand why I don't hear that in ATS. I would like to hear the waterfalls in Washington or nature sound depending on the location. Train sounds is not the solution. Tbh, this update needs a lot of time to be a proper update.

koolizz
Posts: 233
Joined: 05 Aug 2019 10:30

Re: ATS 1.37 Discussion

#2666 Post by koolizz » 25 May 2020 17:59

flight50 wrote:
23 May 2020 17:03
@koolizz. Because they couldn't get everything into phase 1. They mentioned this in the blog that it will take several phases. Look at Fmod implementation as starting from scratch. Everything will need to be redone and some. Just give it time. Phase 1 was just getting the foundation laid and they did a pretty good job overall. Still some adjustments can be made but a fairly satisfying update imo.
But...like the people above said, these sounds were literally in ETS2 before. ATS sounds completely dead right now on 1.37 apart from engine and train sounds. Why remove these environmental sounds that add immersion? I have to agree with the guy above, 1.37 needs a good chunk of more sounds before it can be called a decent update. So far, for me 1.37 has mostly consisted of repairing broken mods (my own problem for using mods) and adding the rolling down windows feature. Thats great and all but where are the sound features that were supposed to come? I'm not talking huge things but basic environmental sounds that every other game has that were even in the game (ETS2) previously kinda feels essential...

If I open the console, I even get errors like "city_loop sound error" or something like forest sound error. I think its a shame that these updates while they add niche features like opening windows, they break the game and remove immersive features like in this case environental sounds that we don't hear are being addressed. I mean they even talked about environment ambience pre 1.37 if I am not remembering it wrong. Before I pay another 12 bucks for another DLC state I'd love if SCS could take a good look at the game and fix these issues to the core game, but I guess there is less money in that.

User avatar
TruckerKid
Posts: 599
Joined: 13 Jul 2013 01:13
Location: Oklahoma, USA
Contact:

Re: ATS 1.37 Discussion

#2667 Post by TruckerKid » 25 May 2020 20:46

koolizz wrote:
25 May 2020 17:59
...If I open the console, I even get errors like "city_loop sound error" or something like forest sound error...
Sounds like a mod issue, I just looked through my gamelog and didn't see those types of errors at all, and I know what those errors are specifically. This appears to be a mod related issue where an outdated "game_data.sii" file is being used (that is where those sounds are defined). So that may be why you don't hear ambient sounds.

koolizz
Posts: 233
Joined: 05 Aug 2019 10:30

Re: ATS 1.37 Discussion

#2668 Post by koolizz » 25 May 2020 21:10

Even so, those ambient sounds are not in 1.37...
Last edited by supersobes on 26 May 2020 02:59, edited 1 time in total.
Reason: Removed quote [Forum rule 2.12]

Post Reply

Return to “General discussion about the game”

Who is online

Users browsing this forum: MT269 and 5 guests