The cut of time for events is server time which is in Europe. There are far more players in Europe than the US so this is unlikely to change. The event also specifies the cut off time from the start.EJOVANI_ARX7 wrote: ↑26 Sep 2022 00:28 It is required that the cut-off time to achieve the objectives of the event should be the USA time.
SCS General Discussion Thread
Re: SCS General Discussion Thread
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"never attribute to malice that which is adequately explained by stupidity"
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- Ludo Diabolo
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Re: SCS General Discussion Thread
Just got a 95 MB update on ETS2 .
ETS2:promods + Middle-East Add-On + TGS / ATS:promods Canada
SORRY MY ENGLISH, I'M FRENCH.
SORRY MY ENGLISH, I'M FRENCH.
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Re: SCS General Discussion Thread
If I had to guess, I would say it has something to do with the events
#BestCommunityEver I lough a lot every time I see that. Maybe it was once upon a time, but not anymore
Re: SCS General Discussion Thread
End of the Hannover event.
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"never attribute to malice that which is adequately explained by stupidity"
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Re: SCS General Discussion Thread
I checked SteamDB, it looks like 1.46 is just around the corner.
Re: SCS General Discussion Thread
I do have to agree on Cip's traffic mod. It doesn't do a bad job at all. The biggest slowdown is the mods you add like JazzyCats traffic mods, not Cips. Cips mod is the only one I ran when I was doing a traffic mod. Its setup perfectly to increase traffic and AI behavior based on road type and by hr...just like real life. The way Cip explained it to me made it very easy for me to go in and tweak the files to my liking. This mod is exactly what I have in mind for "Rush Hour". If SCS can make Cips mod as part of the vanilla game, people can adjust volume based on their pc specs and everyone is happy. User control is key for Rush Hour. It helps if SCS adds a lottt more Ai vehicles though because JazzyCat's mods do impact fps when running traffic mods. But SCS can help eliminate both mods by having it standard in their games.seriousmods wrote: ↑26 Sep 2022 01:47Have you found it causing slowdowns? Seems like these scripts increase volume, but don't reduce speed.VirtualTruckTravels wrote: ↑26 Sep 2022 00:15 we all have our preferences, the best way right now to experience a somewhat realistic traffic based on time of day is Cipus' mod: https://steamcommunity.com/sharedfiles/ ... 1236032431
it is really well put to together and it raises immersion by a lot, rush hour is real in the morning and evening with this mod, and if you have urgent delivery then better plan for a night flight
People use mods because the lack of by SCS. The geometry for AI traffic is better if SCS material is used so I'd love to see a lot more done my SCS to reduce the need for Ai traffic mods. Take inspiration from them and include in the game please. Cars, buses, motorcycles, pickup trucks, box trucks, cargo vans, passenger vans, mini vans, Suv's, utility vehicles, city work vehicles, construction vehicles, courier vehicles, taxi's, shuttle buses....
My post are only thoughts and ideas. Don't assume it makes ATS.
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Re: SCS General Discussion Thread
There's one problem with rush hour combined with current AI. I use *a* traffic mod, can't recall which one. Last time I played I waited several minutes behind a truck that stopped at the end of the ramp, unable to move because of the traffic flood coming from behind on the motorway. Second part of that problem are the ramps, they're too short, and most vehicles in the game can't get up to speed (from typical 40-60 kmh limit on ramps) because they run out of lane. And yes I'm talking about newer parts of the map, I believe it was in Italy. But there isn't much to do about it, obviously they won't be made longer.
Re: SCS General Discussion Thread
@flight50 I'm not sure why, but SCS have chosen not to implement traffic rules like Cip has (but SCS did go to the effort to build the rules so modders could use them).
This seems to be one of those features they'd prefer modders implement.
This seems to be one of those features they'd prefer modders implement.
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- Vinnie Terranova
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Re: SCS General Discussion Thread
@Madkine But that would mean that SCS depends on a modder, which in my opinion is a bad idea... Not only are not all people that are playing ATS/ETS2 using mods, but more important: what if Cip decides to stop? Within one or two main updates for ATS/ETS2 the mod will become incompatible, which leaves us to fall back on the default traffic density, which is way too sparse.
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Re: SCS General Discussion Thread
@flight50 Yeah, cip does great work for sure.
I'd just like to see gradual speed changes in the game. I talked to the daniel's random events creator about this. Maybe there's a way to adjust speed limits with random road events so that an accident slows traffic say to 35 or 40 from 60.
Right now, about the only slowdowns we have are drastic, unexpected, and caused by AI stupidity not reasonable things that happen irl. And at speed, AI are so jumpy it's nearly impossible to follow them. Their brakes are just insane.
I'd just like to see gradual speed changes in the game. I talked to the daniel's random events creator about this. Maybe there's a way to adjust speed limits with random road events so that an accident slows traffic say to 35 or 40 from 60.
Right now, about the only slowdowns we have are drastic, unexpected, and caused by AI stupidity not reasonable things that happen irl. And at speed, AI are so jumpy it's nearly impossible to follow them. Their brakes are just insane.
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