[REL][WIP] Project MidAtlantic 0.4.1

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JustJames
Posts: 39
Joined: 08 Apr 2020 18:47

Re: [REL] [WIP] Project MidAtlantic

#101 Post by JustJames » 04 Aug 2021 16:32

I just did a job in Emporia and got the error but nothing gameplay wise was affected? The prefab is the RailExport and I can most likely fix it next update.

Also the invisible wall on I-64 going to C2C Norfolk should be fixed on 0.2.0.2
TMLM
Posts: 49
Joined: 18 Sep 2020 10:39

Re: [REL] [WIP] Project MidAtlantic

#102 Post by TMLM » 04 Aug 2021 20:32

Yeah I also had no gameplay issues or crashes, only the game takes longer to load due to those error messages which is a bit annoying but entirely tolerable :D
Sorry for walls of texts, I often can't keep myself short...
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dault3883
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Joined: 16 Jun 2019 16:40

Re: [REL] [WIP] Project MidAtlantic

#103 Post by dault3883 » 04 Aug 2021 21:16

JustJames wrote: 04 Aug 2021 16:32 I just did a job in Emporia and got the error but nothing gameplay wise was affected? The prefab is the RailExport and I can most likely fix it next update.

Also the invisible wall on I-64 going to C2C Norfolk should be fixed on 0.2.0.2
gameplay wise is affected it says content change detected every time you load the save game so it resets you and you lose your load so while using this mod you can not do any really long hauls unless you can get it done in one sitting

your mod is broke and i refuse to use it until it is fixed
Intel Core i7 10700K, Ram: G.Skill 64GB DDR4 3600, windows 11 bit OPS, MSI 3070TI Suprim X, MSI Z590 carbon Mb, EVGA 1000W power supply
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Hvwkins
Posts: 54
Joined: 04 Apr 2021 20:58
Location: Maryland

Re: [REL] [WIP] Project MidAtlantic

#104 Post by Hvwkins » 04 Aug 2021 22:10

dault3883 wrote: 04 Aug 2021 21:16 gameplay wise is affected it says content change detected every time you load the save game so it resets you and you lose your load so while using this mod you can not do any really long hauls unless you can get it done in one sitting

your mod is broke and i refuse to use it until it is fixed
That's completely false. I've started running PMA with C2C for some Wyoming runs, and despite the fact that there's a content change warning I have never been reset or had my job dismissed. That includes during a multi-day WY-VA run. That's an issue on your end with another mod.
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dault3883
Posts: 499
Joined: 16 Jun 2019 16:40

Re: [REL] [WIP] Project MidAtlantic

#105 Post by dault3883 » 05 Aug 2021 00:17

Hvwkins wrote: 04 Aug 2021 22:10
dault3883 wrote: 04 Aug 2021 21:16 gameplay wise is affected it says content change detected every time you load the save game so it resets you and you lose your load so while using this mod you can not do any really long hauls unless you can get it done in one sitting

your mod is broke and i refuse to use it until it is fixed
That's completely false. I've started running PMA with C2C for some Wyoming runs, and despite the fact that there's a content change warning I have never been reset or had my job dismissed. That includes during a multi-day WY-VA run. That's an issue on your end with another mod.
i tested it last night took all my map mods out and started that problem went away then put the map mods back in one at a time while starting then going back out and starting again and did not encounter the problem again until putting this mod back in

other people have reported the same exact problem just because it is not happening to you does not make my statement false i trouble shooted as we are all tought to do

i took this mod back out and that problem went away
Intel Core i7 10700K, Ram: G.Skill 64GB DDR4 3600, windows 11 bit OPS, MSI 3070TI Suprim X, MSI Z590 carbon Mb, EVGA 1000W power supply
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MartyrKomplx
Posts: 25
Joined: 17 Sep 2018 19:27

Re: [REL] [WIP] Project MidAtlantic

#106 Post by MartyrKomplx » 09 Aug 2021 13:46

@dault3883 I haven't seen anyone complain about losing their job. Everyone's talking about the "content change detected" bug, but you're the first I've seen talk about losing an ongoing job because of it.

However, I'm about to disable this mod until it's fixed because of the load times, five minutes is WAY too long when you don't have much free time as it is.
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Lightning61
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Re: [REL] [WIP] Project MidAtlantic

#107 Post by Lightning61 » 11 Aug 2021 14:28

I just noticed last night that Emporia and Norfolk garage files somehow conflict.
While in the garage manager screen, after selling off Norfolk garage, when hovering over the icon like you want re-purchase, it shows Norfolk, but changes to Emporia after clicking.
I'm guessing this may be the double reference prefab issue that shows in error log, and is probably the cause of the nav caching on load?
I look forward to trying this mod again once it's less buggy.
I've actually been here since 1/5/14. ;)
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JustJames
Posts: 39
Joined: 08 Apr 2020 18:47

Re: [REL] [WIP] Project MidAtlantic

#108 Post by JustJames » 11 Aug 2021 20:09

NEW FILE RELEASE
0.2.1 is out now!
This file includes:
-Roanoke
-I-81 expanded
-I-581 added
-More routes added
-Fixed many bugs to improve load times
-Fixed some collisions
-Added signs telling you when you enter/exit PMA
-Fixed cars going into weigh stations

KNOWN ISSUES
When you enter PCC in roanoke the route navigation will not show your route until you exit the prefab.


YOU MUST USE THE NEWEST MEGA RESOURCES FILE I WILL LINK IT UNDER THIS ANNOUNCEMENT

If you do not use it some signs will not appear and may crash your game.

This file will also not include a standalone.

Download: https://drive.google.com/file/d/1_i1-zB ... sp=sharing
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rainproof
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Location: Austria

Re: [REL] [WIP] Project MidAtlantic

#109 Post by rainproof » 11 Aug 2021 20:35

thanks for update
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Lightning61
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Joined: 29 Sep 2018 21:31

Re: [REL] [WIP] Project MidAtlantic

#110 Post by Lightning61 » 12 Aug 2021 12:53

Thank you, for giving this cool mod some attention!

Get ready to reconnect when C2C updates.
I've actually been here since 1/5/14. ;)
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