ATS 1.37 Discussion

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cip
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Re: ATS 1.37 Discussion

#2651 Post by cip » 22 May 2020 11:16

dear @Max many thanks for your willingness to investigate this possible issue. in order to help I have made a short 4 minutes video, please see below.
the fist part is exactly a hill where Ai trucks allegedly decide not to accelerate uphill, but they full accelerate downhill. for me it look like an issue with the prefab not with the Ai because it does not happen in all places, I have seen hills where Ai trucks accelerate too.
in the second part of the video I show how exactly I have built my sounds in FMOD and especially the jake brake. thanks once again!
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Re: ATS 1.37 Discussion

#2652 Post by cowhand214 » 22 May 2020 20:00

You know what @flight50 I think I meant RMD, not turnpike. My bad. Thanks for clarifying!
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flight50
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Re: ATS 1.37 Discussion

#2653 Post by flight50 » 22 May 2020 20:27

Ohhhh okay. Yeah that makes more sense. I was about to get mad if your game has them and mine don't, lol. But I don't drive as much as some so it could have been that I missed them. I remember there being an issue with SCS getting them to work right. They put time in, they yank them, they put them in, they yank them. Now I think they are good to go for sure.

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Blackspots
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Re: ATS 1.37 Discussion

#2654 Post by Blackspots » 23 May 2020 05:15

At 2 minutes into your video, I've never seen an AI do an illegal maneuver like that, passing another vehicle in a no-passing zone. Of course, the tractor is in the wrong lane too.
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flight50
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Re: ATS 1.37 Discussion

#2655 Post by flight50 » 23 May 2020 13:28

I've seen that move using traffic mods in my game before. The mod can be written to ignore such road lines. I think it was the patience value that changes that behavior.

koolizz
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Re: ATS 1.37 Discussion

#2656 Post by koolizz » 23 May 2020 14:10

Can I ask, why is the game so dead sounding and lacking in ambience sounds. In a city while parked, I hear not a single noise. In forest while parked, I hear not a single animal or bird. In desert while parked, I hear no rustling wind noise. At night while parked, I hear no crickets. Are these supposed to be in 1.37 or don't they exist? My game has like 0 environmental sounds.

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supersobes
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Re: ATS 1.37 Discussion

#2657 Post by supersobes » 23 May 2020 14:38

That truck overtaking the tractor in a no passing zones is definitely a mod thing. In the vanilla game, the tractors only cross the main roads, not drive on them.
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flight50
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Re: ATS 1.37 Discussion

#2658 Post by flight50 » 23 May 2020 17:03

@koolizz. Because they couldn't get everything into phase 1. They mentioned this in the blog that it will take several phases. Look at Fmod implementation as starting from scratch. Everything will need to be redone and some. Just give it time. Phase 1 was just getting the foundation laid and they did a pretty good job overall. Still some adjustments can be made but a fairly satisfying update imo.

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Re: ATS 1.37 Discussion

#2659 Post by Mikke » 25 May 2020 09:43

@flight50, that must be different in ATS and ETS2 then. Recently I've been only playing ETS2, and it definitely has those ambience sounds that @koolizz mentioned. Might need to load up ATS later today, and test with it too.
ETS2 had the 1.37 update later than ATS, so it's possible they got more features included there.

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Freeze338
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Re: ATS 1.37 Discussion

#2660 Post by Freeze338 » 25 May 2020 10:07

@Mikke those sounds are actually a existing on previous version of ETS2 as well. I always can hear the birds when I stop my engine and take a look around. I don't understand why I don't hear that in ATS. I would like to hear the waterfalls in Washington or nature sound depending on the location. Train sounds is not the solution. Tbh, this update needs a lot of time to be a proper update.

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