ATS 1.44 Discussion

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plykkegaard
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Re: ATS 1.44 Discussion

#651 Post by plykkegaard » 13 May 2022 20:31

KISS is a nice principle to aim for

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supersobes
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Re: ATS 1.44 Discussion

#652 Post by supersobes » 13 May 2022 20:39

Here's a good example of what I'm trying to explain. The signal keeps a green on the priority street until something on the side street triggers it. In this case, the guy shining his laser pointer into the detection camera makes it think there is a vehicle there.
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Re: ATS 1.44 Discussion

#653 Post by KrysEmlyn » 13 May 2022 23:35

I tried implementing the "sleep" state on a semaphore profile once with the one that is used for the hanging pendant signal in Klamath Falls, Oregon.
It worked, but it blinked yellow in all directions regardless of the settings I had given the flare hookups for the red and yellow lights that were supposed to blink at night.
SCS would need to rework their current engine a bit to allow for flashing red lights for the side roads and flashing yellow lights for the main roads.
Defining the main roads and side roads would be easy enough having looked at the semaphore profiles for ETS2, which have defined "major" and "minor" variants for the traffic signal models.

Also, in some smaller towns, the traffic signals may blink red in all directions. 13 Mile Road and Sparta Avenue in Sparta, Michigan does this late at night.
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Sora
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Re: ATS 1.44 Discussion

#654 Post by Sora » 14 May 2022 03:18

_Roger_ wrote: 13 May 2022 10:25 On the subject of why everything's taking so long, I don't know why anyone's suprised. SCS is in a unique posistion. They have a finite amount of game to create. Once they create all of the US, Canada, Mexico, half their company is laid off. Neither the company nor the employees have any incentive to make anything faster.

And just to pre-reply to the inevitible "but they'll just move to "{location x} truck simulator" there's still only a finite amount of world, they gain nothing by making it faster.
There's a kernel of truth here, but it's not really the core problem.

Sure, if they hired 50 teams and blasted out the entire map in three years, they'd be screwed - no arguments there! But at more reasonable paces, it would still take well over 10-15 years to fill out Canada, the USA, and Mexico. More if they continue south, and still more if they append South America. ETS2 is actually in a worse position of running out of prospective content that can sensibly be called Europe - particularly areas without active political issues - but in exchange, it has even more room for theoretical expansion.

No doubt they can easily squeeze another decade or two out of both games, with room for more if the market demands it. And by the time we seriously run out of landmass, these games will be super old, half of this forum's users will be dead, and we'll be lucky if this game and SCS aren't. Hell, even something as simple as Pavel retiring might lead to new management adding lootboxes, crypto stuff, and whatever other new methods of ruining games they've invented by 2030. I'd be personally amazed if we can seriously maintain the current status quo for long enough landmass to become the actual problem.

And if by some miracle we do, just... make a new game? Surely by then the tech will have advanced enough to make ETS2 look as dated as ETS1 did when ETS2 came out.

The bigger, simpler problem is that they can only release as much content as the market can withstand. If they release one or two maps a year, it's an easy purchase for anyone who cares about the game. But if you start going too fast, people might stop buying every DLC and start focusing only on the ones they personally care about while waiting on a sale for the others; moreover, SCS wouldn't possibly have time to properly market them all.

Effectively, there's a soft cap for the rate they can release content that's determined by their ability to market products, and by the audience's willingness to actually purchase them. I'd speculate that this cap is no more than two expansions for ETS2 and three for ATS per year. Even that might honestly be pushing it.
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flight50
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Re: ATS 1.44 Discussion

#655 Post by flight50 » 14 May 2022 03:39

^I can agree with that. That's why I always say ATS at a max only needs to release 3 maps a year. 1) so people won't complain there are too many maps to by and 2) to not over work the devs. They still have ETS2 maps to release which would then be 4 maps. That is a map every 3 months on avg. An update 4 times a year is enough to overwhelm anyone making the dlc's and the people who test them no matter how many people on the team. SCS will grow based on size and available of personnel. If SCS adds a 5th map team for ATS it would be easier to just make a 2-3 super teams to release larger maps like ETS2. I think ATS can easily be at least another 15 years when you factor in Canada and Mexico. No way SCS breezes thru them. Can't rush them either.
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Re: ATS 1.44 Discussion

#656 Post by Sora » 14 May 2022 04:30

55sixxx wrote: 11 May 2022 15:59 The difference is that if you stop paying a season pass, you lose all the features. If you buy a DLC, it's there forever and you won't need to pay for it more than once.

Same with the game pass. As long as you keep paying you can play the game, if you stop, it's kaput. If you buy it however, it's yours forever.
I don't know if there's a situational difference here, but these terms usually refer to two distinct concepts.

"Season pass" usually refers to a bundled set of DLC. Once you purchase it, you will continue owning it, albeit with all of the usual asterisks that come with digital games.

There are two major downsides of the season pass model. One of them is that it's a commitment: the developer is obligated to create the content regardless of sales, and the audience has already committed to buying content that they may or may not be interested in (even if they lose interest in the game, or find the content to be low quality, or whatever.) The content in the pass may or may not be known ahead of time, potentially making the pass even more of a gamble. The other problem is that publishers often include a "perk" to buying the season pass. This can be as harmless as a discount, to an exclusive cosmetic, to even an entire exclusive piece of content. This can get very manipulative very quickly.

Subscription models, such as Microsoft's Xbox Game Pass and Nintendo's NSO Expansion Pass, are as you describe - you have access to content as long as you're paying, and lose it if you stop. Putting aside the obvious problem of content ownership, there are actually a lot of additional problems here. For one, the publisher usually maintains the right to remove content at any time - so you may lose content even if you continue subscribing, and this content may or may not be legally available through other avenues. Secondly, you may pay more in the long run for a subscription than you would otherwise pay in purchases, depending on how much of the service's content you're actually using and how long you're using it for. Thirdly, it motivates publishers to find methods of monetizing games other than the "entry fee" that the subscription waives - which usually means that they'll pursue avenues similar to mobile game monetization, which also works off of the principle of "free entry, expensive rides".

The rapid acceptance of these models by the masses, relative to the pushback things usually get, is rather chilling.

While we're here, a third relevant "pass" is the "Battle Pass" model codified by Fortnite, where games that rely on daily content have a separate mini-subscription that gives you a better set of that content, often with exclusive perks. This is a particularly awful model even compared to the above, because it forces players not only to stay subscribed (unlike the above, where you can theoretically unsubscribe and resubscribe with nothing lost) but to actively play every day to keep acquiring perks; effectively, it turns a game into a job you're paying for, which is probably the worst possible fate. Thankfully there are as of yet no dailies in SCS games; the worst they could realistically do for now is attach this to WoT events, which usually give very... situational content to begin with, and WoT is still so primitive that this would probably just kill it.
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Re: ATS 1.44 Discussion

#657 Post by Gootho717 » 14 May 2022 13:03

Any controllers users have any suggestions for assigning keys for the suspension up, down, and reset?

I was thinking about Home / End for the steer axle, Page up and page page down for the drive axles, and ? for reset.
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parasaurolophus67
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Re: ATS 1.44 Discussion

#658 Post by parasaurolophus67 » 14 May 2022 13:06

@Gootho717 the reset does it on its own at a certain speed. If you don't want that you can just go to g_suspension_auto_reset and set it from 1 to 0 so it won't reset. the rest of your question, Thats your choice.
angrybirdseller
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Re: ATS 1.44 Discussion

#659 Post by angrybirdseller » 14 May 2022 13:27

🤔Think once ATS map is done with US-Canada-Mexico, just add ATS Argicultural based map and companies, and Fastfood base map you deliver diabetes and heart-attacks to Dream Burger and Taco Kingdom.

SCS can easily survive once ETS2 map is done, and it does not even involve larger map scale.

All you do is taylor the map and game world to particular industries.

Heck, could spin off ATS and ETS2 world to create RV driving simulator where you survive by collecting socail security and pension checks.

Get steam achievements like visit Yellowstone, survive Quartzsite Arizona at 115 degree weather in summer when AC goes out.

There are many ways to make money after the map, trucks, trailers are done.
Last edited by angrybirdseller on 14 May 2022 13:32, edited 1 time in total.
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Re: ATS 1.44 Discussion

#660 Post by parasaurolophus67 » 14 May 2022 13:28

well you got south America or Australia if they wanted to continue v:
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