[1.51, 1.52] Detours are generated too aggressively (even in Special Transport jobs) [KNOWN, FIXED]

gagar
Posts: 131
Joined: 07 Nov 2019 22:58

[1.51, 1.52] Detours are generated too aggressively (even in Special Transport jobs) [KNOWN, FIXED]

#1 Post by gagar » 15 Sep 2024 23:09

Forgive me for cross-posting this, but it took some time to reproduce it using clean profile. Please close/remove my old topic in "TEchnical problems"

Starting from update to 1.51 I've started to encounter quite a lot of detour events, almost on every job, even with detour rate set to the value lower than default one (23% instead of 50%).

The weird things about detours now are:
- they appear TOO often
- they disappear if I save/load close to their location
- after disappearing, I can encounter them further on the road (if I understand logs correctly, they are generated on game load, which was not the case before)
- they are generated even during Special Transport jobs (the case I'm going to provide an evidence for)

Game Version: ver.1.51.1.0s (rev. dde830df0c09)
OS: Windows 11, 64 bit
PC specs: please ping me if they are relevant in that case, I don't believe they are

Given that "too often" is quite a hard thing to proof, I am reproducing the detour event on a special transport job: Truckee (CA) — Carson City (NV)

So what I did (aka "steps to reproduce"):
- Start a special delivery
- Save game and exit
- Start the game
- Start driving
- Load the savegame
- Do a couple of quick save / loads
- Drive to Carson City

Close to Carson City I see a road block from a detour event, which should not be there.

bugs.txt entry:

Code: Select all

Special Transport Detour Clean Profile ;[16/09/2024 00:40:18] (sec-0026-0004);-102095;90.7632;-12502.2;-2.36254;-0.239404
Screenshot of the issue: https://imgur.com/GzlXxjb
Game log up to the blocked road encounter: https://gist.githubusercontent.com/gaga ... me.log.txt

Then I did the following:
- Drove as close as possible to the event (to the front escort vehicle)
- Quick save
- Load

Now I can see the detour scene disappearing few moments after the game loads:

Here is a part of game log coming after the previous portion I've posted: https://gist.githubusercontent.com/gaga ... .after.txt

I know that you've asked to not add multiple bugs in one report, however I think this scenario have multiple issues:
- Loading savegame now triggers detour generation, which, I believe, was not the case before v. 1.51. The effect of this seems to be cummulative (though, not sure, how, perhaps, once detour is generated it's not removed (unless you're loading savegame right in front of it) (all my wild guesses))
- Special Transport Deliveries can also encounter a detour. Though in general it might sound not too bad, the game becomes unplayable: escort vehicle does not know what to do, you just have to save/load in that case and hope it works (if you stopped too far from the event it seems to not disappear (or maybe regenerated in the same place during load)). I'm not sure that the issue is new: I've found a couple of posts on the internet about that from few years back: 1, 2
- Loading the game can remove detour in front of you. I'm also pretty sure that was not the case before, because I often saved the game right in front of detour in previous versions: while trying to explore if the part of interchange is closed or the part of the road behind it (a good feature might be to make it more obvious btw :))
Last edited by gagar on 31 Oct 2024 01:13, edited 2 times in total.
gagar
Posts: 131
Joined: 07 Nov 2019 22:58

Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#2 Post by gagar » 15 Sep 2024 23:13

For the reference, my previous reports which are done on non-clean profile. Now that we see that mods are not in play, I can share them as well, since more info might be useful:

This one is without mods, but the profile had mods/plugins before. This is another route: Truckee (CA) — Oxnard (CA)
gagar wrote: 15 Sep 2024 16:18 bugs.txt entry:

Code: Select all

Detour 2 ;[15/09/2024 17:20:41] (sec-0029-0004);-112755;26.6848;-14807;2.395;-0.284836
Screenshot: https://imgur.com/vodbRex (escort vehicle is stuck because of the road it is supposed to be driving is closed)
Game logs:
Before reloading (at the moment of screenshot): https://gist.githubusercontent.com/gaga ... before.txt
After reloading: https://gist.githubusercontent.com/gaga ... .after.txt (after couple of reloads, when the road block actually diappeared)
This one is my first attempt, it has very minor mods and plugins enabled:
gagar
Posts: 131
Joined: 07 Nov 2019 22:58

Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#3 Post by gagar » 18 Sep 2024 18:14

Hi. Please let me know if more info on the report is needed.
MacRaeBRB
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Joined: 20 Sep 2024 16:53

Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#4 Post by MacRaeBRB » 20 Sep 2024 17:03

I'm also seeing this issue. I just completed a Special Transport job from Omak to Yakima. I was forced to load autosaves twice because detours were generated at two different locations. Since the routes for Special Transport jobs are inflexible, it seems like detours should be disabled for all ST jobs.

I've posted my game.log.txt file, FWIW. I do have 4 mods installed, so it is not "clean".
You do not have the required permissions to view the files attached to this post.
Last edited by MacRaeBRB on 20 Sep 2024 17:05, edited 1 time in total.
gagar
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Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#5 Post by gagar » 03 Oct 2024 13:50

Hi. Is it possible to have some feedback on that? After couple of updates, I think, it's still there
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Madkine
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Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#6 Post by Madkine » 03 Oct 2024 22:48

Reporting a bug doesn't guarantee you and feedback or a fix. SCS and the beta testers may or may not have looked at it and if a bug has been assigned its priority is not necessarily high.
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gagar
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Re: [1.51] Detours are generated too aggressively (even in Special Transport jobs)

#7 Post by gagar » 31 Oct 2024 01:12

Here I am again.

So, I continued to drive with detours on and use my workaround to bypass them.

Weird things I caught:
- Sometimes escort car can drive through them (you cannot though)
- Sometimes even traffic can drive through them (saw that only once)

No logs for above cases since I am playing on slightly modded profile, sorry (I believe, logs that I've gathered before are enough for debugging).

Then I switched to ETS 2, being pretty sure that this bug is also there. I though "ah Removed - Rule 2.3, here we go again", and did my hack: drove closely to the barrier, tried saving and loading and... detour is still there. Again, no result. My guess is that detours are not generated on load in ETS 2! I played a bit and haven't seen a lot of detours, even though I use slightly higher probability of them in ETS 2 (24%).

Didn't do any special transport jobs in ETS 2, so I cannot say yet if the detours are generated there.

I'll try to gather some logs later to check on my assumptions.

tl;dr: the bug is still there in ATS 1.52 but probably not there in ETS 2 (also 1.52).
gagar
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Re: [1.51, 1.52] Detours are generated too aggressively (even in Special Transport jobs)

#8 Post by gagar » 27 Nov 2024 19:18

@Madkine, would you move the topic to 1.53, if I manage to re-reproduce it on that version? Or shouldn't I bother?
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Re: [1.51, 1.52] Detours are generated too aggressively (even in Special Transport jobs)

#9 Post by Madkine » 27 Nov 2024 21:35

Reproduce it, make a short post (with logs) under 1.53 and provide a link to this topic.
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morrelo
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Re: [1.51, 1.52] Detours are generated too aggressively (even in Special Transport jobs)

#10 Post by morrelo » 28 Nov 2024 15:52

Thank you for your thorough report.

- issue with detours appearing during special transport jobs has already been fixed internally and will be included in one of the future updates
- disappearing detours after (re)loading a save when you are close to them is intended, sometimes there are situations when it's needed
- change with the probability settings is noted, not a bug per se, but we will adjust it

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