1.60?Aziz wrote: 10 May 2026 17:43 Mirrors darkening while driving ON a bridge, not under it, still happens.
Just shows how prone to issues this "improved" lighting system is and how many cheap workarounds it requires.
SCS General Nonsense Thread
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Lionv8
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Re: SCS General Nonsense Thread
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Aziz
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Re: SCS General Nonsense Thread
I've been hearing this since 1.40
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-Raiden-
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Re: SCS General Nonsense Thread
Personally, I have a my little own theory when it comes to the new interior materials and the animated suspension parts.
I think the technical base for both of those features might already be integrated in the games right now, but it just remains "dormant" for the time being, because no current truck makes use of it.
Why I think that?
Well, with the last revision of the suspension, the general foundation for adding animated suspension parts basically has already been laid. The way I see it, what's "only" left to be done (surely much more easier said than done), is adapting the chassis models (seperating the suspension parts and rearrange them with animations).
After all, it's the physics / collision layer of the game that drives the visual models to act as they do, so...
And to me, it makes all the sense in the world, to prepare everything for the new interior materials completely, than to inject those adaptions shortly before the rollout of the feature begins.
So that basically everything is ready to go and you just have to grab it for the next new vehicle to use it.
So I find it possible that the new VNL might be the first truck to have both of them.
Integrating it in the old way first and then redo it again would mean putting in some work twice which would be quite inefficient...
But as I said, it's just a theory and I might be very wrong in that end
I think the technical base for both of those features might already be integrated in the games right now, but it just remains "dormant" for the time being, because no current truck makes use of it.
Why I think that?
Well, with the last revision of the suspension, the general foundation for adding animated suspension parts basically has already been laid. The way I see it, what's "only" left to be done (surely much more easier said than done), is adapting the chassis models (seperating the suspension parts and rearrange them with animations).
After all, it's the physics / collision layer of the game that drives the visual models to act as they do, so...
And to me, it makes all the sense in the world, to prepare everything for the new interior materials completely, than to inject those adaptions shortly before the rollout of the feature begins.
So that basically everything is ready to go and you just have to grab it for the next new vehicle to use it.
So I find it possible that the new VNL might be the first truck to have both of them.
Integrating it in the old way first and then redo it again would mean putting in some work twice which would be quite inefficient...
But as I said, it's just a theory and I might be very wrong in that end
SCS-trucksim veteran - ETS2: since December 2012 / ATS: since release in February 2016 / Several 18WoS parts even before that
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ghetedenis
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Re: SCS General Nonsense Thread
The interior materials require a renderer change, which has not happened yet (Pavel said as much in the christmas stream). The "curent" technology doesn't allow for the new materials but the new one will. I'm hoping 1.60. 1.60 should be a big update, similar to 1.50. Also from the pictures of the interior of the new VNL that have been teased in the last few blogs, it doesn't seem like it has the new materials.
The suspension is a different story I think.
The suspension is a different story I think.
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FierbetoN
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Re: SCS General Nonsense Thread
He's somewhat right, the technical base is already there to some extent.
I don't know about the suspension, but materials have been getting internal updates since 1.58. There are material presets shipped inside base_share and there's a lot more of them now, standardizing for types of leather, glass, plastic etc, for both interior and exterior (which I think is great, consistency ftw). Most notably more materials will reflect the environment with new reflection cubemaps of varying blurriness. I have tried to use them but either I'm doing something wrong or they're not implemented properly yet.
The refracted headlight glass seen in the Mustang blog for example can already be used. Same with the analog odometer.
I don't know about the suspension, but materials have been getting internal updates since 1.58. There are material presets shipped inside base_share and there's a lot more of them now, standardizing for types of leather, glass, plastic etc, for both interior and exterior (which I think is great, consistency ftw). Most notably more materials will reflect the environment with new reflection cubemaps of varying blurriness. I have tried to use them but either I'm doing something wrong or they're not implemented properly yet.
The refracted headlight glass seen in the Mustang blog for example can already be used. Same with the analog odometer.
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ghetedenis
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Re: SCS General Nonsense Thread
Exterior also? That's awesome! They did say in the console dev talk that rendering is what's left to finish and push forward. "the best is ahead of us" so hopefully we will see the game modernize in the upcoming years.
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Seerman
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Re: SCS General Nonsense Thread
There are 4 days left until the Illinois release, and we still don't have a new VNL.
New VNL when?
New VNL when?
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parasaurolophus67
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Re: SCS General Nonsense Thread
Guess your doing that for no reason. 
Last edited by parasaurolophus67 on 11 May 2026 15:04, edited 1 time in total.
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MostafaNIMI
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plykkegaard
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