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@Kaeya^-^, @Expectancy, @Maxi., @Emirhan kurt 29, @DeniPEKSEN, @Truckmaster6741, @david12567, @Crøw., @Bring., @NexusMEISTER, @Davidsvr6-TMP, @ManuMarSch, @"RICKY", @OCSC Antho, @ALLIANCE Jean M., @Changas!, @Muhammad Nizar F Thank you guys a lot for your birthday wishes! -Sorry for my late reply.11 points
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Doing a few jobs on ATS in the morning before I'll spend the day on my motorcycle5 points
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The season for hiking, going to the beach and having picnics alongside the weather getting warmer, we’re finally back in summer! We are happy to confirm our continued support for the 2021 summer season for the summer environmental modification on TruckersMP for both American Truck Simulator and Euro Truck Simulator 2. These mods enhance your gameplay by adding an improved summer environment alongside adding high-quality graphics that represent summer. In order to use this modification on our network, you need to follow a few steps which are a bit different compared to installing mods for singleplayer. You can find all the information on how to install the summer mod for the 2021 summer season on our knowledge base article: How to install the summer mod? If summer is not your style, it’s no problem as this modification is optional and not required to continue playing on TruckersMP. Similar to our support for other Grimes environmental mods, this modification is compatible with our ProMods servers so you can experience the enhanced summer gameplay all over TruckersMP! Looking back at the amazing Spring we’ve had where we celebrated our 7 year anniversary, saw the return of Real Operations and supported 1.40, it is time to move on and with this, we are disabling our support for the spring environment mod and this mod will no longer work on our network. Be sure to share all your best screenshots using the summer mod with us on social media platform by mentioning @TruckersMP on Twitter and @truckersmp.official on Instagram, who knows - we might even feature you! Thank you all for your continued support and we hope you have a good summer trucker, The TruckersMP Team --> View post on homepage3 points
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Spanish Adventure. for Landy! @ThomasHD @SvartWolf @Landyboy1231 @DodgyDoinks @SandyTheSpartan3 points
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Translation Team Recruitment From the 9th of April until the 9th of May, we will be looking for talented individuals to join our Translation Team. As a Translator, you will translate assets, posts and messages for the community. You will help the community to understand what is going on in TruckersMP by translating articles into your language! You will update, guides, knowledge base articles and the Official Rules. Therefore you will be representing TruckersMP in our language communities. Core Requirements: Have good knowledge of TruckersMP and the rules Must be a member of TruckersMP for at least 12 months Must be registered on the TruckersMP forum for at least 3 months Must be at least 16 years old No bans / forum or Discord punishments within the last 12 months; Must have no more than 3 bans in the last 24 months Must have overall good behaviour, which includes forum, Discord and our official social media pages You have sufficient knowledge of the English language Good communication skills Resilient, active and flexible Ability to work within a team and on your own at times Eager to learn and progress your knowledge Organised and adaptive Be able to accept constructive criticism At least some activity on our forums and/or Discord Specific Qualifications You have a good in-depth knowledge about the language(s) you are able to provide translations for. You are able to understand the correct meaning of English idioms and you know how to convert them to the language(s) you speak and vice versa. You can keep yourself focused on details when it comes to grammar and vocabulary You are able to provide fully accurate and consistent translations. You have a good organization of your time. Languages Chinese French Dutch German Polish Russian Turkish Whilst these are the languages we are primarily looking for, we may be flexible Before you submit an application, we strongly recommend that you read the following Knowledge Base article with many tips and information regarding our recruiting process: https://truckersmp.com/knowledge-base/article/1019 If you think that you'd be a valuable asset for the Translation Team, you can apply here.2 points
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All official rules are in place during an official TruckersMP event. Although, there are some that are different from the public servers. Be sure to follow these rules when attending an official TruckersMP event. Last updated: 03 Nov 2023 Overtaking - It is not permitted to overtake during a convoy. If you are overtaking, you will be kicked from the server on your first offence. The second offence will be a ban depending on the situation. Cars - Use of cars are prohibited during any convoys organised by TruckersMP as they are reserved for staff. The only cars you will see during a convoy will be either Game Moderators or the Event Team. If you are caught using a car during an event, you will be kicked from the server. Repeated offences may result in a ban for the duration of the event. Reckless Driving - Please ensure that you are keeping a safe distance from the player in front of you, to ensure you can stop safely. There will be Game Moderators watching over the event, making sure that participants are acting appropriately. Free-roam - Roaming throughout the server and not following the event is not allowed. You must be participating with the convoy, or in the surrounding areas. Failure to comply will result in removal from the event server. Convoy Control - You must follow convoy control instructions given by the TruckersMP team. They are there to ensure that everyone is driving in the correct direction and alert you of upcoming hazards. You can identify them by their coloured usernames and in-game tag! They will be driving a police car. Their instructions must be followed at all times, otherwise, you will be removed from the event server. Signs and barriers - You must adhere to any overhead signs (Including the "Red X"), directional arrows, barriers and any other object placed down on the road. You must not drive around them and/or ignore them as they are placed to ensure your smooth passage at our events. Trailers - Unless explicitly stated otherwise, a trailer is required to participate in our convoy's. For Euro Truck Simulator 2; you should not exceed two (2) trailers. For American Truck Simulator; you should not exceed two (2) trailers with the exemption of the base triple. Heavy Haul cargo is not permitted for either game (empty trailers are permitted so long as you are not causing a gap). If your trailer is causing gaps in the convoy, you may have to pull over or teleport to the Services. Traffic Signals - The convoy will have priority over traffic signals. It is not required for convoy participants to stop at red traffic signals, or yield at junctions unless directed otherwise. The event servers are only online for the duration of the event, they are not available 24/7.2 points
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Local only accessories were banned from use on TruckersMP a long time ago, however local only addon hookups were little-known; and as the rules now state, they are allowed. However local-only addon hook-ups have never been explained to the public, until now. This guide will show you how to make and use a local only mod. This is a guide for experienced save editors and/or modders; if you are new to modding, I recommend you do not try this as your first mod. This guide will NOT teach how to make 3d models – only how to make them work in this context. This guide will expect a basic understanding of how the game works and how Blender is used for ETS2/ATS. During this tutorial, I will be modifying this Iveco Stralis: Into this: What you will need: Blender (Latest version recommended, though I will be using 2.78a) Latest SCS Blender tools & Conversion tools (As with my Blender version, I will be using an older version however it won’t change the guide) SCS Save Decryption tool (Such as ‘SII_Decrypt.exe’) Text editing tool (I recommend, and will be using, Notepad++) Converter_PIX Converter_PIX_Wrapper (Optional, I will be using it) or extracted base.scs Part 1: Blender preparation If your custom model is just a custom light, horn or similar; you can skip to Part 4. For models such as custom lightbars, sideskirts and similar, you need to change the position of the model origin. Normally a custom bullbar would attach to the “f_grill” locator on a truck, however in this case the best place to attach it is to a slot on the “b_grill”, meaning that the model will need to be re-positioned. You will need to import two models, these are: The truck that your part will be attached to The accessory that your part will attach to Step 1: Import truck model Import the truck as normal and then hide all objects except the root. Step 2: Show correct variant With the truck root selected, use the “SCS Variants” part of the object menu to unhide parts related to the variant you are using. For example, unhide the “chs_4x2” variant if you are making an addon for a 4x2. Do this for cabin and chassis variant. Step 3: Hide unnecessary objects Using the SCS Tools tab on the toolbar, hide all except “model objects” and “model locators”. It should look something like this: Step 4: Position 3D cursor To speed up the process of importing the accessory, select the appropriate locator (b_grill for example) and, using the 3D view side bar (Opened with the “n” key by default) copy its Location coordinates to the 3D Cursor coordinates, as below (b_grill is selected in this case): Step 5: Import accessory model Import the accessory model as you normally would, because we re-positioned the 3D Cursor, it will be automatically placed on the locator as it would be in-game. (“Optional”) Step 5a: Rotate accessory model In some cases, the accessory locator on the truck may be rotated (blue arrow not pointing forward and/or not pointing level). In these cases, set the locator’s Rotation Mode to “XYZ Euler” (on the same sidebar as the 3D Cursor position earlier) and copy its values to the root object of the accessory. Check visually that it matches what you usually see in-game. Step 6: Hide unnecessary objects Using the SCS Tools tab on the toolbar, hide all except “model objects” and “model locators”. Same as Step 3. It should look something like this: Part 2: Your custom part For this section it is assumed that you already have your custom part ready for use in ETS2/ATS. I will NOT be covering materials or similar in this guide – I am only showing how to make them usable in TruckersMP. This is the model I am using, it is a fake extra axle, with the wheels in a lifted position – the intention being to mimic a long frame 6x2: Step 1: Import your custom part If your custom part is not already in blender, now is the time to import/open it. Position it as it is meant to be in-game. If you are converting an f_grill, position to the f_grill locator. Step 2: Making the new root The easiest way to make the new root is to instead change an existing locator to the be the root. Select one of the slot locators on the accessory, it should be named “slot_##” where # is a number (may only be 1 digit) and scroll to the bottom of the objects tab in the properties area. You need to change the Object Type to be “Root Object”. Shown below is before and after: !Make a note of the name of the slot, for example “slot_0” as you will need it later! (“Optional”) Step 2a: configuring your new root If your new part has multiple variants and/or looks, edit the settings of this new root to match the existing one. Everything shown below should be the same between your existing root and your new root (it may not match mine, but both of yours should match): Step 3: Moving everything to the new root Select all the models and locators which make up your new part, do not select any others, and then lastly select the new root – all must be visible in the 3D window. In the 3D window, press “ctrl + p” and select “Object (Keep Transform)”. If done right, there should be no visual change however if you now check the hierarchy, you will see that the models/locators for your part are now linked to the new root. Step 4: Exporting your new part I recommend renaming the new root object from its original slot name to something that you will be able to recognise, in case you ever want to change it again. The part should be exported to the correct folder this being within “/home”. I will be exporting my model to “<scs_project_path>/home/local_mods/fake_axle_iveco” and it will be named “fake_axle.pim” Once you have exported it from blender to that folder, you can then run the conversion helper to convert the part to the game format. I recommend not exporting to your mod folder. Part 3: File structure and edits Now that you have exported your part, you need to not only copy/move the files to the correct location. Step 1: The model files (.pmg and .pmd) For the model files, you need to copy/move them and edit them. Go to your exported mod, and copy the files to your “Documents\Euro Truck Simulator 2” (“Documents\American Truck Simulator” for ATS) folder. In my case the paths change as such: Move: “<exported_mod>/home/local_mods” To: “Documents/Euro Truck Simulator 2/local_mods” The *.pmd file also needs to be edited, as it is likely that it will require materials which are not included in the base game, as such the materials will also need to be in “/home” somewhere, which means the paths in the *.pmd need to be altered. The easiest way I find to do this is to open the *.pmd in either a Hex Editor or Notepad++ and do a find/replace to find “/automat/” and replace it with “/home/am/”. This works as they are the same number of characters, if the file changes size, then you will need to change more which is outside the scope of this guide. Step 2: The material files (.mat) These files only need to be moved, if you are following Step 1 of this part, all you need to do is make a new folder “am” in “Documents\Euro Truck Simulator 2” (“Documents\American Truck Simulator” for ATS) folder and paste all the sub-folders in there. In my case the paths change as such: Move sub-folders from: “<exported_mod>/automat” To: “Documents/Euro Truck Simulator 2/am” Part 4: Editing your save Addon hook-ups are different o accessories in that they are not loaded via a file path, meaning simply putting them as a vehicle_accessory or similar will not work, instead you need to get a new unit into the game and then reference it on the correct vehicle_addon_accessory. There are multiple ways you could get a new unit into the save, but many would cause a crash for you either every time or sometimes. Ensure that your save format is set to “2” before doing this. Step 1: Finding a unit to parent the new units from The units in the game save are in a hierarchy, all leading back to the ‘economy’ unit at the top of the save. In order for a unit to load, it must be within this hierarchy or the save will not load. You need to re-purpose an existing value in order to make these mods work. My preferred unit to edit is the ‘mail_ctrl’ which is used for the in-game mail system – this system is used initially for the bank messages and similar but rarely after. If the game needs to use it after the mods are installed, you can either a) edit the save to mark it as read and ignore it or b) uninstall the mods and then reinstall them after reading the message. Entering the mail menu with mods installed this way will cause your game to crash. There is only one of this unit per save, so simply searching “mail_ctrl” will find it. Mine shows like this, yours should look similar: Step 2: Modifying this unit In order to add your custom parts, you need to parent them from this unit. The reason this unit works for this is the “inbox” array, which we can add our mods to. I recommend naming your units something memorable and it is vital they do NOT start with “.” or “_nameless”. I will be adding two custom parts, the custom model seen throughout this guide but also a hookup which will add the “bonfire” beacon onto a roofbar, to show that existing models can be used. After initial editing, mine looks like this: Note that there is a maximum of 12 characters per token in unit names, which are the parts separated by “.” – the last and first parts have the same limit which is why I have “spec_beac” instead of “special_beacon” as the latter is too long. Step 3: Adding the new unit(s) This step is rather easy, and involves only adding new units to the save. In most cases, they will be “accessory_hookup_data” however for custom air horns (no other sounds can be done) they will be “accessory_horn_hookup_data” with accompanying “sound_data” units (see existing horn hookups to show how they are set up) In most cases, all you need to do is add a value for “model” however some models you make may need “variant” and “look” to be defined also. “electric_type” may also be of use for lights however most, beacons included, use aux_light as the value for it. Below are how the two custom parts for this truck are defined: Note that the unit names match what we put in the “mail_ctrl” unit, and that the “custom” beacon instead is using the model of a default part – for those wanting local LEDs to put under lights, this is how it is done. Putting a name, icon and similar is also possible however these units will not be loaded into the menu so will never be seen. Step 4: Add the new part(s) to your truck Most save editors will be familiar with this. Simply add a new “slot_name” and “slot_hookup” to the correct “vehicle_addon_accessory” unit and you are done. The “slot_name” value should be the locator name noted earlier (should be “slot_” and then a number) and the “slot_hookup” value should be the unit name of your custom part. Below are the accessory units for this truck: And… that’s it! If you did everything correctly, you should now see the truck with the custom parts installed. Useful Information: If you are using custom textures and *.tobj files, these must be located in the "/home" subfolder of the SCS project folder and then copied the same as models. Custom "paintjobs" can be made by having a custom model which "wraps" around the original This can be done with owned trailers too, using the rear bumper side light slots Please leave a comment with any feedback you have about the guide. If you have any questions about this guide specifically then ask below, any questions regarding general save editing or Blender should be asked elsewhere.1 point
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Hello truckers! Are you ready for a new and exciting feature here at TruckersMP? For a long time now people have been planning trips with friends and there has always been one recurring problem, you can never find the same job! Well, we now have a solution to that, introducing the Truck Job Dispatcher. The dispatcher does a very simple thing, it creates jobs. An entirely new system has been introduced with an interesting and helpful user interface that explains all the basics, you can select your starting company and a specific cargo to carry and you can then share this job publicly, privately or directly with your Steam friends. This introduces a whole new way to drive around the map with your friends and you will never have to worry about not having the same job ever again. You can find this new feature by opening your TAB menu and clicking your right mouse button, then you can navigate to a newly added button in the bottom left. Frequently Asked Questions: Will this be available for both games? Yes, definitely, this new feature will work in both American Truck Simulator and Euro Truck Simulator 2, as well as with the ProMods and ProMods Canada map modifications. How will this work with DLCs? If you do not have a certain DLC, such as the Heavy Cargo Pack, then the cargos and trailers from this DLC will not be accessible to you and they will not show in the listings. How does it add a job to my game? Quite simply, you will open the Truck Job Dispatcher via the Tab menu and configure the job to your liking, then you will be able to go through some checkboxes to either start the job immediately or to navigate to the company that you have selected. After selecting how you want to collect your new job you will then hit the create button and you will be all ready to hit the road. Check out the new additions to our Context Menu and the Job Dispatcher icon on the TAB menu: How do I invite someone to take a job with me? When you have a job from the dispatcher you can then right-click on someone’s username in the Tab menu and invite them to take a job with you, the user you invite will then have the opportunity to accept or decline this offer in chat, a prompt will be sent to them explaining what to do. We hope that you enjoy this new feature and have fun travelling with the same cargo as your fellow truckers! If you would like to see the Truck Job Dispatcher in action and find out more about how it works, then check out the most recent video on our YouTube channel here! TruckersMP Team --> View post on homepage1 point
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Hello truckers! Last year, we received an urgent call from LKW about some eggs which had gone missing. Thanks to the community, we managed to collect all the eggs and deliver them safely to LKW, in eggcellent condition! This year, Haulie ordered some eggs to our brand new eggcellent HQ which our community has built. Sadly, none of the eggs boiled under the pressure and managed to arrive. So we are left with no eggs for our toast, which would be an egghausting day without food! The task is simple! You'll need to find the white, green, blue, yellow, purple and aqua eggs as well as the drivers who Haulie contacted to get the job done. But be careful, if you egg-celerate too much, you may miss one! How to play Six eggs have vanished across the United Kingdom. Finding them is essential. If you're in the top three participants to find all the eggs the quickest, you'll win a special prize! The eggs are represented by our Event Team, with the Player Tag of which colour egg they are, e.g. 'Yellow Egg'. They will not appear on the PlayerView list nor the TruckersMP Map, so your only way to find them is by being vigilant, and looking out for them on your GPS! How does it work Launch TruckersMP, select Euro Truck Simulator 2 and connect to the Easter Egg Hunt 2022 server. Prepare for the 16:00 UTC start and be aware that player collisions will be disabled. Meetup with your fellow participants in the United Kingdom. Any company yard is fine. Leave your trailers in your garage, as you won't be needing them. Remember, speed is key! You will have six hours (more time than any other previous year!), from 16:00 - 22:00 UTC to make your journey through the United Kingdom. The decision of which road to take is up to you. Garage travelling is permitted. When you have found an egg, toggle your PlayerView ON by pressing TAB. Then take a screenshot by pressing F12, to prove you found it. You must be able to see the egg, as well as your PlayerView in order to fully complete the find. When you have found all six eggs, you are eligible to submit your entry into the competition by completing our form. Further instructions will be provided in the form on the day of the event. Prizes Following your hard efforts hunting down the eggs, here's what is up for grabs: Winner (first to find all eggs and submit) - €25 Steam Gift Card 1st runner-up (second to find all eggs and submit) - €15 Steam Gift Card 2nd runner-up (third to find all eggs and submit) - €10 Steam Gift Card Digital gift cards will automatically convert to your local currency. Prize winners will be announced after the event! In addition to this, all participants who successfully hunt all six eggs and submit a valid entry before the end of the event will receive a special Profile Award! Profile Awards are very exclusive and a great way to show off your skills and participation. Don't miss out! Hints These will appear on the event day. We may egg you on the right path! Hint 1 Conclusion after the event, where was this?: This was on the official stream. Hint 2 Conclusion after the event, where was this?: This was the bridge next to the Hotel in Aberdeen. Hint 3 Conclusion after the event, where was this?: This was the port of Newcastle, with the weigh scales. Hint 4 Conclusion after the event, where was this?: This was a rest station next to Manchester. Hint 5 Conclusion after the event, where was this?: This was a little apartment on the outskirts of Swansea. Hint 6 Conclusion after the event, where was this?: This was an empty facility near Birmingham. Submission Form This will appear on this blog only. If you are viewing this on a translated blog, please check this post on the day as it will have the submission form. You can view the form here! We hope you will have as much fun at this event as we do hosting it. Please feel welcome to post any comments or questions on our forum! Happy hunting! --> View post on homepage1 point
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Ciao camionisti! L'anno scorso abbiamo ricevuto una chiamata urgente da LKW riguardo alcune uova che si sono andate a perdere. Grazie alla community siamo riusciti a collezionare tutte le uova e consegnarle alla LKW, in condizioni eccellenti! Quest'anno, Haulie ha ordinato alcune uova per il nostro nuovo eccellente HQ che la nostra community ha costruito. Sfortunatamente, nessuna delle uova è riuscita ad arrivare, bollendo sotto pressione. Siamo quindi rimasti senza uova per il nostro toast, il che sarebbe un giorno esauriente senza cibo! Il lavoro è semplice! Dovrete trovare le uova bianca, verde, blu, gialla, viola e acqua e gli autisti che hanno contattato Haulie per completare il lavoro. Ma state attenti, se accelerate troppo potreste mancarne alcune! Come giocare Sei uova sono sparite nel Regno Unito. Ritrovarle è fondamentale. Se vi piazzerete tra i primi tre partecipanti più veloci a trovare le uova, vincerete un premio speciale! Le uova sono rappresentate dal nostro Event Team, con il Player Tag che rappresenta il colore, es. 'Yellow Egg'. Non saranno mostrate né nella lista PlayerView né nella Mappa di TruckersMP, quindi l'unico modo per trovarle sarà essendo vigilanti e trovarle tramite il vostro GPS! Come funziona Fate partire TruckersMP, selezionate Euro Truck Simulator 2 e connettetevi al server Easter Egg Hunt 2022. Preparatevi alla partenza alle 16.00 UTC e tenete a mente che le collisioni tra giocatori sarà disabilitata. Riunitevi con gli altri partecipanti nel Regno Unito. I piazzali delle aziende vanno bene. Lasciate i vostri rimorchi nei garage dato che non vi serviranno. Ricordatevi, la velocità è la chiave! Avrete sei ore (più tempo di ogni altra edizione!) dalle 16.00 alle 22.00 UTC per viaggiare per il Regno Unito. La decisione della strada da prendere è vostra. Viaggiare tra i garage è permesso. Quando avete trovare un uovo, attivate il vostro PlayerView premendo TAB. Dopodiché fate uno screenshot premendo F12 per provare che l'avete trovato. Bisogna riuscire a vedere l'uovo e il PlayerView in modo che la caccia venga completata. Quando avete trovato tutte e sei le uova, avrete il diritto di presentare la vostra entrata alla competizione completando il nostro modulo. Ulteriori istruzione verranno fornite nel giorno dell'evento. Ricompense Dopo il vostro duro lavoro nel cercare le uova, ecco qui cosa c'è in palio: Vincitore (il primo che trova tutte le uova e invia) - Gift Card Steam da 25£ Secondo classificato (il secondo che trova tutte le uova e invia) - Gift Card Steam da 14£ Terzo classificato (il terzo che trova tutte le uova e invia) - Gift Card Steam da 10£ I gift card digitali verranno convertiti automaticamente nella valuta locale. I vincitori delle ricompense verranno annunciati dopo l'evento! In aggiunta, tuti i partecipanti che riusciranno a trovare tutte e sei le uova e che manderanno l'entrata valida prima della fine dell'evento, riceveranno un Profile Award speciale! I Profile Awards sono molto esclusivi e sono un gran modo di mettere in mostra le proprie capacità e la propria partecipazione. Non mancate! Aiuti Questi appariranno durante il giorno dell'evento. Potremmo condurvi nella giusta strada! Modulo di Consegna Questo apparirà solamente nel blog. Se state leggendo il blog tradotto, vi preghiamo di controllare questo post il giorno dell'evento dato che conterrà il modulo di consegna. Speriamo che vi divertiate in questo evento tanto quanto noi che ve lo presentiamo. Sentitevi liberi di scrivere commenti o porre domande nel nostro forum! Buona caccia! ->Leggi post nella homepage1 point
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[COMMUNITY MANAGER + EVENT TEAM] @Jake_F leaves the TruckersMP Team due to lack of time. We thank him for everything he has done during his time here.1 point
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Requirements have been updated with some minor wording changes, and fixes to rank badges. [...] Must be registered on the TruckersMP forum for at least 6 months 3 months [...] Show activity on the TruckersMP services [...] You have sufficient knowledge of the English language and the one which you apply for [...]1 point
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