Public Beta 1.27 discussion

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IonutL
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Public Beta 1.27 discussion

#1 Post by IonutL » 07 Mar 2017 20:03

My guess is that this kind of thread is needed so let's start with the main features:
MAIN FEATURES
Country Specific Police Cars AI - my edit: a money sinkhole right there
Trailer Liftable Axles - much more trailers than in ATS
Differential Lock
Adaptive transmission modes (power, normal, eco)
Improved engine simulation model (friction, braking, consumption)
Transmission input shaft simulation (double clutch)
PS: If a mod it's kind to make a sticky out of this one or whatever they want to do with it.

scanialoverr
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Joined: 13 Jan 2014 14:28

Re: Public Beta 1.27 discussion

#2 Post by scanialoverr » 07 Mar 2017 21:13

Today is the day to start 1.27 Update Open Beta. It took us a bit more time than we anticipated to get the release prepared; we have been busy addressing problems reported during ATS Open Beta. Most of them would also be manifested in the ETS 2 builds, and it makes little sense to release anything with known issues.

The fans who have already experimented with ATS Update Open Beta would of course already know about the differential lock that's coming with this wave of updates. This feature allows you to lock/unlock the differentials on the truck's wheels, to avoid wheelspin. It becomes quite handy in situations where you're hauling some really heavy cargo on an uneven road or unstable ground. The difference with differential lock on is very obvious and can save your day. We were testing it with really heavy trailers on dirty roads from the bottom of the biggest mines to the top.

This new feature is by default set to hotkey V, but keep in mind that you can turn differential lock on only when the truck is not moving fast.

For ETS2 specifically, the new version updates one element that brings the game in sync with ATS - cop cars in traffic. Police cars have unique looks for each country. It's not about just changing the colors or a texture on the same car model. We've created specific car models which we consider typical or representative for each country. They can give you fines, but they can do it only in the state where their jurisdiction belongs. So, if they happen to be lured outside of their homeland to another country, they can't take any of your hard-earned money anymore. But still, better take your feet off the pedals and obey the traffic law, because there are new sheriffs in towns!

If you wish to participate in the open beta, you can find this version in public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.27 public beta. No password required.

Just as with the previous Open Beta releases - please keep in mind that this is still only a beta version of the update! You may experience instability and/or bugs and kinks. It’s completely okay if you want to wait for the final release. But if you are interested in providing feedback at this stage, be sure to let us know on our forum. We appreciate all your feedback immensely.
More info can be found here.

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piva
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Re: Public Beta 1.27 discussion

#3 Post by piva » 08 Mar 2017 02:59

All pressure unit set consistently to bars (data, animation, dashboard ui).
Is new ID codes add to dashboard?
I don't see changes in wiki
http://modding.scssoft.com/wiki/Documen ... on_type.29:

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Juan Martin
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Re: Public Beta 1.27 discussion

#4 Post by Juan Martin » 08 Mar 2017 06:10

"Transmission input shaft simulation (double clutch)"

I don't notice a double clutch in my truck
Last edited by Juan Martin on 08 Mar 2017 15:47, edited 1 time in total.
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Jarrad
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Location: Perth, Western Australia

Re: Public Beta 1.27 discussion

#5 Post by Jarrad » 08 Mar 2017 07:34

Juan Martin wrote:
I do not notice a double clutch in my truck
Shifting method, not the amount of clutches...................... :roll:

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Max
SCS Software
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Joined: 26 Nov 2012 10:00
Location: SCS, Prague

Re: Public Beta 1.27 discussion

#6 Post by Max » 08 Mar 2017 07:45

modding wiki interior data updated, tell me if i forgot something important ...

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JPS
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Joined: 15 Dec 2014 14:56

Re: Public Beta 1.27 discussion

#7 Post by JPS » 08 Mar 2017 08:54

Am I the only one who fails to see the use of the liftable trailer axles ? Other than it being a nice gimmick we're supposed to be hauling loads, and I don't think you lift the axle with a full load... ? :roll:

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piva
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Re: Public Beta 1.27 discussion

#8 Post by piva » 08 Mar 2017 09:18

Thanks Max, but I mean that "All pressure unit set consistently to bars" now in dashboard computer.
So I think that you add trailer axel, trailer pressure id codes.
I'm sorry, I was mistaken.
Anyway thanks for update wiki.

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Tigerclaw
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Location: Essex. England.

Re: Public Beta 1.27 discussion

#9 Post by Tigerclaw » 08 Mar 2017 09:28

I believe it depends on load weight. Trailers are built with x amount of axles, and my guess is they are built with maximum capacity in mind.
But not all loads weigh the same, there are 24 ton loads needing all "3" axles to bare the weight, and there are 3 ton loads, that could feasibly be delivered in a van. Those loads probably don't even need 2 axles, let alone 3.

Although the game probably doesn't model tyre wear as such, the "visual" realism of lifted axles with light loads, adds to the experience. It gives you a "feeling" of rightness if you like. All the realism from any computer game, only comes from TWO sources, visuals and sound. Anything SCS can give us to "add" to those elements is welcomed.
Tony

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daniel_bel
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Joined: 02 Mar 2016 21:17

Re: Public Beta 1.27 discussion

#10 Post by daniel_bel » 08 Mar 2017 09:44

Tigerclaw wrote:All the realism from any computer game, only comes from TWO sources, visuals and sound.
...and force feedback, very useful! ;)

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