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15 Truck?


About learvlieg

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  1. Hi Owen, Though not a C++ programmer myself, I have dabbled with some other languages in the past. As I was interested in getting my hands dirty one day with the SDK you can find for these SCS games I did have a full read through this tutorialspoint site and found it to be a good light start just to get some understanding behind initial setup for a development environment and the general syntax of the language. tutorials point C++ In terms of learning to program in general I think it'd be useful to also look at courses around object oriented programming(OOP), design patterns (e.g. book "“Design Patterns: Elements of Reusable Object-Oriented Software"). Some of the paid sites will most likely offer some more quality instructional videos to more advanced concepts and best practices for a plethora of programming languages. E.g. coursera, pluralsight, linkedin learning etc. Hope this helps... bit of reassurance, if you manage to get to a point of somewhat being accustomed and comfortable about OOP and leveraging some common patterns to your own advantage learning other languages eventually becomes somewhat of a syntax learning exercise while abstract concepts generally will work regardless of the language used. Obviously each language has it's own specialisation/strong points, but you'll at least get by with most of them once you're caught up with the basics.
  2. Noticed higher levels of traffic generally around Phoenix, Las Vegas and Los Angeles. Part of the reason could lie in the fact that not every ATS player has all the DLC for the game I'm guessing. Personally I'm much on board with what's said previously, just drive places all over the map and not focus on congested areas.
  3. Just felt like having a bit of a mess around practicing some random JS stuff using a simple API call and in place editing of a save game related file. Code in the spoiler is result of quarantine Sunday Basically what it's supposed to do: - get MP game time using the API - decrypt the (provided) info.sii file - update the info.sii file time Say you've been offline for a couple days and the MP Server clock been ticking away while your save-game time sat there statically in your file-system and you start the game, straight away your clock is behind the servers' and your little AI workers have not progressed at all. Now if you'd run this update script to pull the save-game time forward in your file-system to quite close to the server time prior starting the game, you'll have jumped forward in time and suddenly your AI workers will have completed their rides as current game-time is most likely beyond their completion time (theoretically anyway). What do you need? - You need follow and complete the guide found elsewhere in this forum to change the way save-games are saved. (change a value '0' into a '2' in your game config file pertaining to save-game format) - download the SII_Decrypt.exe you can find linked in places on this forum/website. This executable needs to be called by the script in order to decrypt it. - nodejs installed - node package 'got' installed ('npm install got'). This is a simple http library to make the API calls with. - save the code in a JS file (e.g. "index.js") Once saved in a file you should be able to simply call it as: node index.js The script out of the box assumes files are present in it's current directory where it is run. Default assumptions are the decryption executable filename (SII_Decrypt.exe), the info.sii filename (info.sii) and the output will be a new file called 'updated-info.sii' as not to override the original provided file. These values can be overridden by using flags. An example: node index.js -d decrypt.exe -i info-copy.sii -o my-new-info.sii where: -d name/location of the decryption executable (e.g. you might have renamed SII_Decrypt.exe) - i input filename - o output filename Full paths to absolute locations/filenames "should" also work (fingers crossed) as input, but has not been thoroughly tested or anything. (e.g. "C:\Users\Yourmum\documents\save-game-edit\info.sii") *** Disclaimer *** Again, for me it was just a bit about trying to get my head around some concepts as I go along learning stuff, fighting boredom and thought it might be fun for people to mess with, so why not share the fun! I feel some of the things set out might be extensible as well (e.g. programmatic updating of 'save.sii' in particular areas, like grabbing a list of cities from a flat-file and inserting them into a bunch of discovered dealers and recruitment agencies ). I realize it by no means represents a full project or clean/proper best practices coding , it was also not intended to be!
  4. Really been an enjoyable route to drive! thanks
  5. yep, think you're right. will try and get a nice cargo on the more north route after work
  6. I did happen to drive Seattle to Spokane in the game yesterday, not sure that's also in that area, but definitely enjoyed the drive. irl I've visited to the Seattle/Tacoma and mt Raineer area for about a month. Great place to be in.
  7. ouch man, just ouch... taking things a bit serious are we?
  8. yeah, that's definitely helpful.By looks of the SDK it might just be exactly what I meant!
  9. I was wondering what type of events can be captured from the game run time binary (through the TruckersMP client)? What am I interested in knowing? well..... When I play single player and have 'offenses' on there is a good amount of traffic violations that will register and sooner or later cause me to have consequences financially in the game. Examples: Speed violations, Wrong lane, Running red lights and collisions with AI (or in case MP other players!). I was wondering if these events could be captured from the game as it would allow for logging or emitting these events as a stream (e.g. to kafka or rabbitmq through pub-sub architecture)! This for example could help reconstruct traffic situations simply by looking at the aggregated events chronologically based on player IDs and potentially even help automate kicks or bans in clear cut (programmable) situations. All that while only burdening the clients computing/internet power and receiving the data separately from the MP servers as not to burden them with 10k users worth of event data! Retention of data could be solely focused around collision events and the involved parties. e.g. two players collided on a C-D road, collision speed for truck 1 is 90km/h, truck 2 90km/h but truck 1 was also registered in a 'wrong lane' event that hadn't ended yet at the time of collision. i.e. truck 1 was at fault sorry if this seems a dumb question, but absolutely in the dark about the realms of possibilities of getting situational data out of the game client. This seemed like the only right place to ask and speculate on this kind of topic
  10. Year and a half down the line after this question was first asked I can quite confidently say that having a basic to good understanding of JS and Nodejs combined with a bit of React and Redux and/or Apollo and graphql is definitely a much sought after skill, at least in my local area. It's still going quite strong for sure! Meanwhile I think if we follow trends on what sites like stackoverflow report, that languages like python and go are definitely gaining much traction for both front-end development as well as (dev)ops related roles. C# and Java and even Cobol are definitely going to stay around as well!
  11. you mean like this guy? Not as impossible as it seems with a single trailer!!
  12. I think Fernando makes a fair point. That being said I also don't think the reporting system works based on submitted videos as personally I currently don't record any of my drives. Just cba with the software setup etc. I'd advocate for additional event logging in the ~/Documents/ATSMP/logs/ directory e.g. log known in-game traffic offenses like running red lights, being in the wrong direction lane and being involved in a crash with crash details between involved parties? Though I guess log forging when submitting logs as evidence will make the job impossible too. It'd need to be server side logging to avoid this, which potentially could burden the servers unreasonably, but could just have conclusive information there searchable by driver ID.
  13. Guess counter-intuitive to say on a truckers forum, but length isn't everything! Routes I'm talking about of course! What I'm wondering is what routes people enjoyed driving in ATS. Personally I'm quite the big fan of most the interstate 101 following the coast line (done some of it in real life, done it in game, enjoyed both equally much). It can be a bit bendy and require some gear shifting here and there, some hills here and there and stunning views! What's not to love! Post your favorite (scenic) routes and why you like it!
  14. not sure if anyone tried this yet, but depending on the answers I might give it a go someday soon: the in-game economy is kind of broken (especially when joining MP on a new profile) for the AI as the servers been up such a long time. This editing made me wonder whether it could be 'fixed' and getting them 'going' again by combining the api game_time call (integer currently around 14168713) with a replacement of each AI driver's job info start time with this more up to date time? job_info: <ref> { start_time: 14168713 } i.e. run a small script before starting the game to update the job start times, than start up the game and have the company actually working
  15. lol most recurring topic ever Thinking current situation is just fine as it is. Servers and MP evolved over several years of trying all sorts of different things and this isn't all bad considering the tiny amount of offenses seen now vs in the beginning mostly due to inability to ram people in congested areas. Wanna go faster? play arcade server. Wanna play slower? Drive Iveco and connect your profile to world of trucks which will also automatically impose speed limits while driving external contracts.
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