Virtual Speditor Program - Job scheduler program (Upd. 24.10.2023)
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
- Elitesquad Modz
- Posts: 40
- Joined: 28 Jul 2015 19:15
- Location: Netherlands
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
Unfortunately this now gives the same error for the mapSet_NAME file. Very strange.
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
Does it have priviliges to create write? It needs to create file in folder. Have you tried with elevated priviliges?
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
Does this work with the saves of the Steam Cloud or does it need to be local saves?
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
It needs to be local. I don't know why, but cloud saves overwrite all changes made in Speditor.
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
So that was probably the issue then, thanks for the answer.
- Kamikaze500
- Posts: 50
- Joined: 16 Jun 2017 06:03
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
@xyzan can you explain how do i fill mod cargoes in the cargo.fil file? i can´t understand this in the readme and where the specific files are
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
cargoname;trailer Definition;trailer variant; trailer max units;truck that will be available in quick jobs
cargo name:
can be found in /def/cargo - each file there is definition for specific cargo. For example, you have beans.sii file. To use in cargo.fil, you need to write: "cargo.beans". so, you add to cargo name from file, cargo. and then a name. If cargo is acid.sii - cargo.acid etc.
trailer definition:
file names from def/vehicle/trailer_defs - for example, you have trailer_def.scs.box.single_3.sii - remove .sii from the file, and you have value.
trailer variant:
def/vehicle/trailer - then, there are files: example: scs_curtains.sui - edit this file. First line will contain trailer definition that is needed. in this example file, first line is:
trailer : trailer.scs_curt
take just
trailer.scs_curt
trailer max units:
I don't really know where it cames from and where it can be found in defs. This is how many of 'units' of cargo you loads. For curtains siders or reefers (in ets) it's 33 as I can remember. Some huge cargoes have 100... It's best to experiment a bit, as this can steer your mass of the cargo. Start from something like 30 and check mass in game. If to low, add something here. If to high, lower number.
truck that will be available for quick jobs. Not matter as long as you use owned truck. you can give here "man_4x2_a" so it will work. If you want a specific truck for QuickJob, I dont know where this value cames from... It is some mix from truck and chassis definitions...
You can also decode you game.sii file (save game) and search for "job_offer_data" there, you have some additonal information that you can take from game. So, you can have cargo name, trailer variant/definition, or desired truck (as company truck) and units count - which is the value of units that is loaded.
example of job_offer:
job_offer_data : _nameless.212.e0a1.0560 {
target: "renar.narva"
expiration_time: 1156913
urgency: 2
shortest_distance_km: 2147
ferry_time: 0
ferry_price: 0
cargo: cargo.emptytank
company_truck: renault_premium_4x2_c
trailer_variant: trailer.scs_flat_b
trailer_definition: trailer_def.scs.flatbed.single_3.flatbed_w
units_count: 2
fill_ratio: 1
trailer_place: 0
}
cargo name:
can be found in /def/cargo - each file there is definition for specific cargo. For example, you have beans.sii file. To use in cargo.fil, you need to write: "cargo.beans". so, you add to cargo name from file, cargo. and then a name. If cargo is acid.sii - cargo.acid etc.
trailer definition:
file names from def/vehicle/trailer_defs - for example, you have trailer_def.scs.box.single_3.sii - remove .sii from the file, and you have value.
trailer variant:
def/vehicle/trailer - then, there are files: example: scs_curtains.sui - edit this file. First line will contain trailer definition that is needed. in this example file, first line is:
trailer : trailer.scs_curt
take just
trailer.scs_curt
trailer max units:
I don't really know where it cames from and where it can be found in defs. This is how many of 'units' of cargo you loads. For curtains siders or reefers (in ets) it's 33 as I can remember. Some huge cargoes have 100... It's best to experiment a bit, as this can steer your mass of the cargo. Start from something like 30 and check mass in game. If to low, add something here. If to high, lower number.
truck that will be available for quick jobs. Not matter as long as you use owned truck. you can give here "man_4x2_a" so it will work. If you want a specific truck for QuickJob, I dont know where this value cames from... It is some mix from truck and chassis definitions...
You can also decode you game.sii file (save game) and search for "job_offer_data" there, you have some additonal information that you can take from game. So, you can have cargo name, trailer variant/definition, or desired truck (as company truck) and units count - which is the value of units that is loaded.
example of job_offer:
job_offer_data : _nameless.212.e0a1.0560 {
target: "renar.narva"
expiration_time: 1156913
urgency: 2
shortest_distance_km: 2147
ferry_time: 0
ferry_price: 0
cargo: cargo.emptytank
company_truck: renault_premium_4x2_c
trailer_variant: trailer.scs_flat_b
trailer_definition: trailer_def.scs.flatbed.single_3.flatbed_w
units_count: 2
fill_ratio: 1
trailer_place: 0
}
- lucasco888
- Posts: 512
- Joined: 20 Oct 2015 11:28
- Location: Italy (Naples)
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
Sorry in the list of city in the own trailer i do not find some city of promods 2.56 for example Fiume how can i do ???
Re: Virtual Speditor Program - Job scheduler program (Upd. 14.08.2021)
If you mean in the dropdown list, then something is not correctly in the mod. All cities, that has at least one company active (issue jobs) will appear. If there is no such a company - for example, there is delivery only company, then this city won't appear on the list. Sometimes, due to way of creating mods, company can accept/issue jobs, but is not fully visible - this is due to PM not using SCS standards for companies. They sometimes do things differently, and Speditor may not be that universal, as is based on SCS work.
- lucasco888
- Posts: 512
- Joined: 20 Oct 2015 11:28
- Location: Italy (Naples)
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