ATS 1.39 Speculation Thread

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plykkegaard
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Re: ATS 1.39 Speculation Thread

#541 Post by plykkegaard » 20 Sep 2020 17:45

A nice dream which turned into a nightmare with ghosts everywhere
Sorry, out of office

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Daxter
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Re: ATS 1.39 Speculation Thread

#542 Post by Daxter » 20 Sep 2020 18:05

Phantom 309

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supersobes
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Re: ATS 1.39 Speculation Thread

#543 Post by supersobes » 20 Sep 2020 18:12

FAres wrote:
20 Sep 2020 15:26
Self parking AI is so annoying, one is parked and big queue is behind it waiting
This is one of the things that I dislike about the AI parking in ATS. They only use a few spots in each lot, so they all wait for those few spots to be clear before they move. If the player parks in one of the spots that the AI uses, they just sit behind the player's truck and honk until the player moves even though there are several other empty spots in the parking lot. The same thing happens in the fuel island too. The AI will sit behind the player and honk until they are done fueling even though the other fuel lanes are clear.

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Re: ATS 1.39 Speculation Thread

#544 Post by plykkegaard » 20 Sep 2020 18:15

Abother proof that the AI acts like some not so intelligent RL drivers :D
Sorry, out of office

akima
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Re: ATS 1.39 Speculation Thread

#545 Post by akima » 20 Sep 2020 18:43

pigbrother wrote:
20 Sep 2020 17:39
This dream ends when your friends are driving a mod truck, a mod trailer, both or even a custom paintjob and your local game doesn't have those assets. :)
They handle this in the initial 1.39 launch of multiplayer by only allowing multiplayer for vanilla profiles or profiles which only have mods from a white list of mods that they have deemed compatible. Due to time constraints the list is small and focuses only on popular mods.

For a later version of multiplayer they improve the situation to support all mods which only change skins. However they never add or plan to add support for third party map mods or other types of mods which would cause possible synchronization issues. They no longer use white listing at this point. Instead the game automatically detects what aspects of the game the mod changes so that they can mark the mod as "multiplayer compatible" or not; something they found easy to do, due to the very static nature of their modding system (IE the lack of true scripting support).
Last edited by supersobes on 20 Sep 2020 18:58, edited 1 time in total.
Reason: Removed quote [Forum rule 2.12]

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flight50
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Re: ATS 1.39 Speculation Thread

#546 Post by flight50 » 20 Sep 2020 19:47

@akima what are your reference sources to make these claims. Not to mention, 1.39 is not even out yet so how could they even test me?

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bryntrollian
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Re: ATS 1.39 Speculation Thread

#547 Post by bryntrollian » 20 Sep 2020 21:00

I still wonder how these guys even come up with such wild theories all the time.

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flight50
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Re: ATS 1.39 Speculation Thread

#548 Post by flight50 » 20 Sep 2020 21:19

Lol. Ikr. If a source is provided cool. But I know SCS typically doesn’t leak stuff in advance like that. If they do, its on the blogs or a teaser on here. That post is like a premonition or something.

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Re: ATS 1.39 Speculation Thread

#549 Post by Blackspots » 20 Sep 2020 21:53

supersobes wrote:
20 Sep 2020 18:12

This is one of the things that I dislike about the AI parking in ATS. They only use a few spots in each lot, so they all wait for those few spots to be clear before they move. If the player parks in one of the spots that the AI uses, they just sit behind the player's truck and honk until the player moves even though there are several other empty spots in the parking lot. The same thing happens in the fuel island too. The AI will sit behind the player and honk until they are done fueling even though the other fuel lanes are clear.
That's only because that's where the AI path leads. The AI paths are essentially rails, and the AI in this game does not have any actual freedom of movement.
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Re: ATS 1.39 Speculation Thread

#550 Post by Knightrider » 20 Sep 2020 22:49

I would love dirt to be implemented in the near Future.

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