ATS 1.42 speculation thread

Locked
User avatar
flight50
Posts: 30337
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: ATS 1.42 speculation thread

#61 Post by flight50 » 16 Jul 2021 13:12

ETS2 got ambient sounds. Its just a matter of time before ATS does. Yes the trucks sounds are the worse part of sounds. That may never be great. They can't be good at everything. Something will suffer. I use mods there myself but the sound engine now allows modders to do even more. You have to think beyond just SCS. Its about giving tools to modders as well. Without SCS upgrading to that, there are more limitations for the devs and modders. So not all is lost for sounds. Its quite beneficial. SCS's sound department just isn't that great with trucks but you can't deny the implementation....the foundation laid.

You are focusing on one thing and one thing only.......draw distance. So you are ignoring everything else for the engine...DX11, DX12 thats is in the works. The lighting engine that was just done. Launchpad or viewpoints are not engine related. They got redesigned for future purposes as in features and new aspects of the game. They told us this already. Not everything SCS does has to be liked but just remember...the game is not all about you. So everything added has some type of benefit to someone.
User avatar
J.Random
Posts: 841
Joined: 22 Jul 2018 10:25

Re: ATS 1.42 speculation thread

#62 Post by J.Random » 16 Jul 2021 16:59

> The lighting engine that was just done.
Half done, to be fair, and left as is.
User avatar
flight50
Posts: 30337
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: ATS 1.42 speculation thread

#63 Post by flight50 » 16 Jul 2021 17:12

Gotta start somewhere. We can't expect an all out here and that's it. I'm sure future engine upgrades are necessary. Once DX12/Vulkan arrives, we'll see how much more the devs can really open up the game. I'd love for them to get as deep as seasons and a serious weather overhaul to go along with seasons. Could finally open the door to more complex prefabs and more interaction with the environment. I'm sure there's a long list of things they'd like to implement.
User avatar
J.Random
Posts: 841
Joined: 22 Jul 2018 10:25

Re: ATS 1.42 speculation thread

#64 Post by J.Random » 16 Jul 2021 18:00

Dude. Neither DX12 nor Vulkan is a silver bullet you imagine it to be. I mean, I'm all for Vulkan because I'm tired of OpenGL's nonexistant antialiasing and I'd like SCS to unify their code between the OSes... but what you said sounds more like Scam Citizen cult's dreams of Yet Another JesusTech. It's wishful thinking, disconnected from SCS's track record.
Edit: did you know that the stupid bloom is based on time of day? You think DX12 will change it?
angrybirdseller
Posts: 3300
Joined: 05 Feb 2013 05:16
Location: Minnesota

Re: ATS 1.42 speculation thread

#65 Post by angrybirdseller » 16 Jul 2021 20:26

Every improvements takes time and ETS2 in 2012 vs 2021 the difference graphically is night and day. Some items like draw distance they did improve it overtime, but game engine limitations and ETS/ATS have to run on vaierty of computers.

Sounds careless about as it subjective in what right balance of ambiance.
Last edited by angrybirdseller on 16 Jul 2021 20:36, edited 1 time in total.
User avatar
flight50
Posts: 30337
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: ATS 1.42 speculation thread

#66 Post by flight50 » 16 Jul 2021 20:32

Did I say it was a silver bullet? Nope. I said we'll see how much more they can open it up. If the best they can get is DX12/Vulkan, that is the end of the line which can allow more possibilities. If they can manage to support multi core much easier than DX11 can allow, along with all the other things the upgrade can do, why be so negative all the time? Wishful thinking for what I mentioned above? Everything I mentioned is what SCS has mentioned before, its nothing new. You have to actually follow streams and blogs to know this.
User avatar
AntonioMart
Posts: 804
Joined: 30 Apr 2018 02:17
Location: Spain 🇪🇸

Re: ATS 1.42 speculation thread

#67 Post by AntonioMart » 16 Jul 2021 21:26

Maybe will added livestock trailer:

[ external image ]
trainguy_gaming
Posts: 621
Joined: 29 Jun 2020 21:05
Location: United States
Contact:

Re: ATS 1.42 speculation thread

#68 Post by trainguy_gaming » 17 Jul 2021 18:39

I cannot wait for the game's new engine because better FPS when using traffic mods that have so much traffic, modders can do so much more to their graphic mods to make the game ultra realistic. I can't wait to see what the new engine has instore for us in future versions after 1.42.
User avatar
supersobes
Global moderator
Posts: 13714
Joined: 07 Dec 2016 21:53
Location: Northern Virginia, USA
Contact:

Re: ATS 1.42 speculation thread

#69 Post by supersobes » 17 Jul 2021 21:44

Since the Big Idaho Potato is built on a double step deck trailer, SCS already has most of the work done for adding these trailers to the game. I wonder if that means we could potentially see them added in 1.42.

[ external image ]
Tristman
Posts: 1563
Joined: 17 Mar 2021 20:15
Location: Pizza Hut

Re: ATS 1.42 speculation thread

#70 Post by Tristman » 17 Jul 2021 21:47

As someone who doesn't know much about trailers, what is the significance of having a step deck trailer next to a flatbed and a lowboy? Any specific cargoes that would be transported with a step deck instead?
Locked

Return to “General discussion about the game”

Who is online

Users browsing this forum: hangman005, J.Random, Seerman and 6 guests