ATS 1.38 Discussion

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flight50
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Re: ATS 1.38 Discussion

#1181 Post by flight50 » 29 Jul 2020 15:17

Mohegan13 wrote:
29 Jul 2020 13:49
I don't recall any bobtailing since they changed from "attachable_trailer" to "trailer_chains" which will be 1.35. It's possible it's longer than that I just don't recall.
Iirc, they were in for awhile, then I believe people started complaining about the spawn rate, so SCS removed them. Someone figured out how to get them back in via mod last year. I was even able to duplicate this myself. So I was running a mod for them including the Lonestar. At some point after the Lonestar was released but before the Anthem, SCS had put it back in and I was able to ditch my bobtail tail mods. Now that the Anthem is in, now its back to no bobtails. Maybe it was an accident that it was added back so I will see if the dlc truck mod tweak works again.

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GT182
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Re: ATS 1.38 Discussion

#1182 Post by GT182 » 29 Jul 2020 15:31

50... do you remember a link to the mod or where you found it? Bobtail trucks would be nice to see in-game. I do it all the time from Ogden back to SLC. LOL
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flight50
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Re: ATS 1.38 Discussion

#1183 Post by flight50 » 29 Jul 2020 16:28

@GT182 I made it myself. First copy over all the truck dlc's or the one's you want to bobtail. Extract and then you have to go into each truck dlc for the AI and change the "semi_trailer" to just be "". Basically you just remove the text out of the quotations. You have to copy the strand 2-3 times. Iirc, the more copies you do with only one "" in the file name, the rarer the truck is suppose to bobtail. You have to do this for each A,B and C type if they exist in the file structure. Now I don't know if this works in 1.38, I haven't tried it yet. I just really noticed no bobtails last night. I'll try it later today if I get to play.

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Re: ATS 1.38 Discussion

#1184 Post by Mohegan13 » 29 Jul 2020 17:07

The best way to do it is actually just to duplicate the files, rename them and the siiunit name so they don't overwrite. Remove the the trailer_chains line completely and use the spawn_ratio to dictate how frequently you want them to spawn where 1.0 is default.

They will always spawn without trailer if trailer_chains is missing.
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flight50
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Re: ATS 1.38 Discussion

#1185 Post by flight50 » 29 Jul 2020 17:45

Ahhh. Thanks Moh. I'll try that instead then.

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Re: ATS 1.38 Discussion

#1186 Post by GT182 » 29 Jul 2020 17:52

I thought my Panda antivirus was the culprit as it was updated the other day. I now get Steam checking and updating when I start my computer. I went with Avast to try it out for 60 days. It just popped up that I don't have to worry about Avast messing with ATS. That sounds like a good thing... but still no update.

I just started ATS and still no update from 138.1.1. And I still get the download message in game. Oh well I'm not going to worry about it and I can still play. So it's off to Billings, Montana.
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I've hauled ass down the road for cars, trucks, and produce. Now I'm ATS addicted to doing the same thing in a simulation. :roll:

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piva
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Re: ATS 1.38 Discussion

#1187 Post by piva » 30 Jul 2020 04:10

Still about truck engine sounds. When I made some tests on ATS 1.38 and using Mack truck with default sound - I don't hear difference between 1600 and 2200 rpm, I use H-Shifter and I don't hear when I must change gear. Uninformative sound. Very unpleasant driving.
I just want to make a game and mods better.

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Re: ATS 1.38 Discussion

#1188 Post by Roadkill » 30 Jul 2020 06:48

LAFAYET47 wrote:
29 Jul 2020 14:28
talking about Oakland, is anyone else still having massive traffic there? It´s been like this for ages. Besides this city I'm not having traffic spawn issues anywhere else.
And no, I don´t use any traffic mods. And what is even weirder is that this traffic is like 99 % cars for me, no trucks with trailers or bobtails hardly ever. Should be the other way round since Oakland is one the biggest ports of USA.
@LAFAYET47 I know a few of the map mods have traffic changes in them. Take a look at page 1 of Minor Urban Overhaul thread for an example of how to remove the traffic changes.
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Re: ATS 1.38 Discussion

#1189 Post by cip » 30 Jul 2020 11:13

flight50 wrote:
29 Jul 2020 16:28
go into each truck dlc for the AI and change the "semi_trailer" to just be "". Basically you just remove the text out of the quotations
I think removing "truck_semi" (as semi_trailer chains is named in 1.38) will make only bobtail trucks. you need to add a separate line with the trailer_chains[]: ""
Mohegan's idea is good but it requires a lot of time to duplicate all trucks files and rename them. you can perhaps duplicate only a version from each truck and give spawn_ratio: 0.01 (minimum spawn value)
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Re: ATS 1.38 Discussion

#1190 Post by Mohegan13 » 30 Jul 2020 11:14

It only takes time if you do it manually.

I use renamer (fnr) and bulk rename utility to do all the renaming instantly. :P 60 seconds tops.
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