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Aktuelle News zum neuen American Truck Simulator

Antworten im Thema: 24 » Der letzte Beitrag (17. August 2016, 10:22) ist von Hom.

Hom

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21

Montag, 19. Oktober 2015, 07:47

Danke Thunderhawk für die Info, die hatte ich übersehen.
Heute zeigt SCS wie sie sich das mit dem Einparken vorstellen. Im Bild seht ihr die verschiedenen ;Möglichkeiten.


Trailer drop-off redesign
Today we would like to talk about a different approach to dropping off
trailers at the destination for delivery that we are about to introduce
with American Truck Simulator.

We wanted more variety, and implement it in a way similar to what would
be happening in a real-world situation. Upon arrival to the destination,
you are expected to stop at the gate's activation point (just as you
already do when picking cargo in Freight Market). This emulates the
dialogue the driver would have in this situation with his dispatcher or
the gate-keeper to get instructions on the particular spot or bay for
unloading.



The feature is still under evolution as we get lots of feedback from
beta testing, but above you can see a possible - very schematic - user
interface presentation we are trying now. (So far the feedback is
telling us we need to be clearer about the kind of challenge ahead, so
we may still improve the user interface.)

In American Truck Simulator, the majority of cargo terminals has been
designed to contain several alternate spots for dropping off trailers.
Some are easier to manoeuvre into, some harder. The game will select one
of the more difficult spots randomly, and this will be the spot at
which you are requested to drop the trailer off during this particular
delivery. But a fall-back spot will be also offered for the drivers who
don't feel up to the challenge (and there will also be an offer to skip
any need for parking the trailer whatsoever, just as it was possible
anytime in ETS2). There will also be varying XP rewards based on
difficulty of the maneuvers needed to park the truck & trailer in
the particular spot.

We believe that this added variety will be appreciated by our fans, it
is kind of a mini-game inside the game that breaks up the monotony of
deliveries that we had in ETS2. In fact if we do see positive feedback
from ATS about it, over time we'd like to come and revisit our existing
Euro Truck Simulator 2 cargo depots to allow for more spots for trailer
drop-off as well.

If you are not in favor of more UI windows popping up on you and
breaking your "flow" through the game, there will be a new entry in
Gameplay Options to set your preference there - whether you always
prefer to take on the more complex challenge - where the company
"really" wants it - or just mostly settle for the easiest back-up unload
spots.



Hom

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22

Dienstag, 22. Dezember 2015, 08:42

Doe offizielle Meldung

American Truck Simulator Release Date





At last, we are ready to commit to an official release date of the first
edition of American Truck Simulator; the game will hit digital and
retail stores on February 3, 2016.

As the readers of our blog will no doubt know by now, this release will
be just the first step on the road. A couple of trucks and the state of
California that we are bringing you with the base game release is only a
fraction of our grand vision - to cover all of North America eventually
and to chase every relevant truck manufacturer for a license to allow
us to include their trucks into the game.

Well, we have to set on the way, and this is where we start. Hold on tight!



und ein ein Video aus der Soundkulisse.


Soundscape of American Truck Simulator

One of finishing touches that we are currently working on for the
initial release of American Truck Simulator is integration of enhanced
prefab sounds. We want the "soundscape" of the game to feel more
authentic. Different sfx can play depending on the changes of day/night
cycle.





Hom

BoardTechniker

  • »Hom« ist männlich
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23

Donnerstag, 28. April 2016, 14:53

Der Arizona DLC nimmt Foremn an


The Grand Canyon State

Arizona has got its nickname The Grand Canyon State thanks to the
magnificent steep-sided canyon carved by the Colorado River. This wonder
of nature is playing a very large role for the local tourism with some
five million tourists each year, while it just happens to be an obstacle
for the transportation industry. But we have been working hard to
portray it in a very visible way in American Truck Simulator, inventing
some new tricks along the way.



Arizona gets into shape very visibly now, and we are eager to start
internal beta testing in the matter of the next few weeks. We are also
ready to commit to take the map expansion through a public open beta
test towards the end of the testing period. We would like to give a
chance to the most curious of our fans to experience the incredible
beauty of the new region before the final release.



Hom

BoardTechniker

  • »Hom« ist männlich
  • »Hom« ist ein verifizierter Benutzer
  • »Hom« ist der Autor dieses Themas

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24

Dienstag, 3. Mai 2016, 11:50

Neues Straßennetzwerk


Arizona road network

Arizona is not just more of the same. Our work on California and Nevada
started well over two years ago, and even though we kept polishing the
game all through the development cycle, the map design process and the
roads were largely based on our older generation of tools and prefabs.
Meanwhile, our tool-chain has matured considerably with the ETS2 team's
work on Scandinavia and Vive la France, and for Arizona, the ATS team is
using the power of the new modular system to put the road network
together.




Things look sharper with higher resolution textures and better
continuity of segments. But more importantly, rather than having to do
with the limitations of huge monolithic prefabricates in places of
intersections, the modular system is bringing way more flexibility. We
can get the intersections to look closer to their real-world
inspirations at particular locations. There is a greater variety of
shoulders and side-walks, we can mix in elements like unique authentic
pillar types and matching bridge segments for given interchanges.



In all our truck games ever since the first 18 Wheels of Steel games all
the way to current American Truck Simulator maps, we have always been
struggling hard with the limited space in our scaled-down version of
reality. There never seems to be enough space to squeeze in all the
right types of roads and the right types of intersections.

For Arizona, we tried hard to make the combination of road types clearly
separated, with country roads and city roads crossing and joining the
freeways and interstates with appropriate types of intersections. It has
a nice side-effect too, the speed limits can now be harmonized and more
logical, which contributes to a significantly smoother ride.


An extensive system of horizontal marking makes the roads and
intersections look more authentic. We have also improved the coverage of
warning and information markings for Arizona.



Hom

BoardTechniker

  • »Hom« ist männlich
  • »Hom« ist ein verifizierter Benutzer
  • »Hom« ist der Autor dieses Themas

Beiträge: 1 223

OS: Win 7 64Bit

Game: ETS2

GV: 1.19.2.1

Danksagungen: 2604

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25

Mittwoch, 17. August 2016, 10:22

Auch hier gilt. Neuigkeiten wie Ändeurng der Front Camera nur noch unter

http://blog.scssoft.com/

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