Open beta 1.29 discussion

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flight50
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Re: Open beta 1.29 discussion

#631 Post by flight50 » 14 Nov 2017 05:06

Hey Max, were you part of the interview with Squirrel when he came to SCS this past week? I can't wait to check out his videos once he puts it all together. It's pretty cool getting a tour thru you guys office and hear what you all have to say on top of seeing what you all are working on.
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Max
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Re: Open beta 1.29 discussion

#632 Post by Max » 15 Nov 2017 00:59

nope. not enough time, but maybe i will be on few shots ... ;)
i'm also interested in result, btw.
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cip
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Re: Open beta 1.29 discussion

#633 Post by cip » 15 Nov 2017 01:06

with beta finished I release my traffic mod for ATS. waiting your remarks both positive and negative if any... criticism would be highly appreciated in view of the next mod versions...
so here it is: viewtopic.php?f=198&t=247734
Enjoy driving with my Real Traffic Density for ETS2 and ATS
Enjoy listening my Real Ai Traffic FMOD Sounds for ETS2 and ATS
I have quit SCS forum...
driverdadoyo
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Re: Open beta 1.29 discussion

#634 Post by driverdadoyo » 15 Nov 2017 15:51

Just finished watching the random events video and seeing it in game. Love it! This is life on our hwy. in Canada/US. To me retired real trucker I find it boring
driving from A to B with nothing happening . Traffic passing you all the way. Good for SCS not showing the real truth of these accidents, but it's a great reminder for all of us on the HI ways.
Driving through the towns and citys I've seen for quite a while 2 or 3 Harleys sitting at Rays Burgers. I'm hoping pretty soon I hear and see those babies Roaring
by me on the Hi way. I know the modellers could make some great machines. In the ai 1 rider cruising solo or 3or 4 riders out for a day ride. And we want to hear these two wheel monsters when they pass us. It's part of life here when the better weather comes up north and year around down south. Big salute to the
Chopper!
rain94
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Re: Open beta 1.29 discussion

#635 Post by rain94 » 15 Nov 2017 20:11

Is anyone having issues with the high number of mobile barrier jobs? If I sort by Price per distance in Freight Market, the top 15 are all mobile barriers. I do not have the heavy cargo pack and the only non-graphical mod I am running is Klaas' Realistic economy mod, which has not be updated for 1.29. Would this mod cause the high job # of the mobile barriers? Before 1.29 dropped, there was a good variety of high paying frieght per distance, but the barriers have now taken over those high paying frieght and pushed everything else downwards.

If anyone can please advise how I can adjust the spawn rate of barriers? Which file do I need to edit? Thanks
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bobgrey1997
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Re: Open beta 1.29 discussion

#636 Post by bobgrey1997 » 16 Nov 2017 12:22

Your best bet would be to remove the mod until it is updated. Messing with economy files can be tricky and can cause issues with seemingly odd origins, in that an issue can arise from editing such files that seems unrelated to the files.
If you must have the mod, however, I would copy it to somewhere else and edit the copy. Take the mod apart and see if you can figure it out. I would try to help you further, but I don't know much about economy files myself.
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Mohegan13
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Re: Open beta 1.29 discussion

#637 Post by Mohegan13 » 16 Nov 2017 12:40

Economy mods are faily basic and shouldn't change cargo spawn ratios.
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Gazer75
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Re: Open beta 1.29 discussion

#638 Post by Gazer75 » 16 Nov 2017 14:13

@ rain94


Klaas changed the multipliers(volume factor) on most cargo. As hes not updated the mod yet the mobile barrier probably have a to high multiplier.

Edit:
I think its the mbt.sii file and you'll have to lower its price coefficient.

If you don't now how to extract scs files you can create a text file manually to lower this.
Find the Klaas economy mod cargo files in \Steam\steamapps\workshop\content\270880\646485632\universal\def\cargo

Make a new text file called mbt.sii and adjust the price_coef down until you're happy.

Default file reads:

Code: Select all

cargo_data: cargo.mbt
{
	name: "@@cn_mbt@@"
	fragility: 0.1
	price_coef: 1.475
	valuable: true
	group[]: machinery
}
Last edited by ohaha on 16 Nov 2017 18:47, edited 1 time in total.
Reason: Quote removed. Do not quote entire messages. Use direct addressing.
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piva
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Re: Open beta 1.29 discussion

#639 Post by piva » 16 Nov 2017 16:37

About passenger trains.
All US passenger trains have blinked highbeam lights. I did not notice this behavior for passenger locomotive in game.
All railcross have ring sound, what we don't see in game since trains is come.
I never see train less than 4 wagon for this train. Maybe on very local ways, but not from Sacramento to Reno (New Mexico Express :lol: ) or in New Mexico.
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Tarso
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Re: Open beta 1.29 discussion

#640 Post by Tarso » 16 Nov 2017 16:40

In 1:20 scale a 4 wagons train correspond to a 80 wagons RL one :lol:
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