ETS2 1.40 discussion

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Reinhard
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Re: ETS2 1.40 Open Beta discussion

#1241 Post by Reinhard » 22 Feb 2021 17:17

My point was the everlasting development, from a user perspective. No user had to know about the technical trickery to achieve compatibility. If one changed from the old line to the new, it was just a new "Windows". Well, that was at least what was advertised. The ride could have been a bit bumpy. :lol:

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ironspirit
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Re: ETS2 1.40 Open Beta discussion

#1242 Post by ironspirit » 22 Feb 2021 17:40

I 'd like to see the old fog making a comeback
https://www.youtube.com/watch?v=Y1LNZhSrhQQ

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plykkegaard
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Re: ETS2 1.40 Open Beta discussion

#1243 Post by plykkegaard » 22 Feb 2021 17:55

Ahh that drive through the tunnel this is the way headlights should be seen
Last edited by plykkegaard on 22 Feb 2021 17:56, edited 1 time in total.
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LegoTechnicFanBoi
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Re: ETS2 1.40 Open Beta discussion

#1244 Post by LegoTechnicFanBoi » 22 Feb 2021 17:55

We need a fog density setting

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mackintosh
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Re: ETS2 1.40 Open Beta discussion

#1245 Post by mackintosh » 22 Feb 2021 18:19

That tunnel looks better than 1.40 tbh.

Some newbie driver
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Re: ETS2 1.40 Open Beta discussion

#1246 Post by Some newbie driver » 22 Feb 2021 18:34

ironspirit wrote:
22 Feb 2021 17:40
I 'd like to see the old fog making a comeback
https://www.youtube.com/watch?v=Y1LNZhSrhQQ
No, really no, horrendous looks that has nothing to do with realistic fog. The tunnel part is the point where it's more clearly shown how bad that "fog" effect is and why it was discarded time ago.

That "fog" was the looks of a 3D game in the past century with hardware of those times and was the most hated graphic trait on that era. There's no need at all to return to those times.

Mauritzdt
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Re: ETS2 1.40 Open Beta discussion

#1247 Post by Mauritzdt » 22 Feb 2021 18:44

Hi all

The light shining into your truck from the street lamps and early morning/late afternoon sun has tooooooooo much yellow to it. It makes everything (which that light touches) look like mustard

Hopefully this will be adjusted soon

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EricF
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Re: ETS2 1.40 Open Beta discussion

#1248 Post by EricF » 22 Feb 2021 20:44

With respect to street lights -- If they're the orange-ish-yellow sodium vapor lamps, they will definitely cast a yellow-orange light that causes color distortion to the human eye.

I believe that under the old light system, the light cast into the cab was a uniform color temperature regardless of the color of the streetlights. The new system is supposed to allow colored light sources, so streetlights designated as sodium-vapor should emit roughly orange/yellow, ones designated as mercury-vapor can emit blue-green light, and LED or fluorescent ones can emit a more blue-white light.

Sunsets can tend toward golden-yellow all the way to reddish tones based on atmospheric scatter. I don't know if the weather system will be able to be linked to the lighting color temperature or not. Maybe? Or maybe to be further developed in the future? For now a gold/yellow color temperature is a good compromise at the very least. We just haven't had anything like it in the game up until now.

Jacksonshaulage1
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Re: ETS2 1.40 Open Beta discussion

#1249 Post by Jacksonshaulage1 » 22 Feb 2021 22:40

Wish scssoftware update the ai traffic just looks outdated and building too

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piva
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Re: ETS2 1.40 Open Beta discussion

#1250 Post by piva » 23 Feb 2021 06:06

I want to say "Thanks" to SCS. New feature in climate.sii file now can save a lot of time for weather setup moders. So if Promods team include new feature in this climate files, so this map will be compatible with any "weather mod" at once.

I don't know is @angrykarl still work on weather or not. But I want to say, let's pay attention for climate mixind in game and in editor too. Exactly if you set "speed" coefficeint more than 0 (0.4 for me). Sun shadows begin work at the end of climate mix. So skybox texture already new, but sun shadows is still omitted. You can see it when game change from "bad" to "nice" and when you have shadow 0.1 or 0 in "bad" and 1 in 'nice".
Thanks.

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