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Experiencing kernel error or random crashes on TruckersMP Island? ×

McGalcri

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  1. En mi caso si se ha resuelto. Al ser cosa del servidor, supongo que al resto también.
  2. Buenos días! Buenos días! NO es problema tuyo jejeje. Desde ayer el servidor 1 se observan muchas irregularidades. Yo me conecté "sin problemas" sobre las 14:00 UTC y todo iba bien, aunque ya notaba mucha fluctuación de ping. De ahí en adelante ha ido a peor, pasando por el típico "Authenticating" congelado y no hacía nada mas. No te preocupes, pues no es problema de tu cuenta ni conexión. Por el momento, puedes entrar en el Simulation 2 (ayer a mi me funcionaba perfecto y ahora... voy otra vez xD ) Saludos!
  3. Yeah... This problem (kinda) happening from yesterday around 17:00 UTC. Server 1 Authenticating not finishing and so on. But yesterday night, I was able to join in Server2 perfectly... I will try it again now hehe.
  4. Omg... thats weird. Do you have mods installed? Maybe you have one not compatible. Try deactivating ALL mods and retry. If it works correctly, try activating one by one for to know what mod have the conflict.
  5. Yes you can! Remember, in multiplayer (truckerMP) mods are really limited. You will just need, go to Mod Manager and deactivate your mods, then you will can join MP without problems. Note, maybe you will return to your main garage with an advertisment about "Mods changes detected, returned without trailer and cargo to your home" (something like this) but dont worry, its normal. Remember to READ and FOLLOW truckersMP rules and have fun!
  6. Hm... I dont think so if both have exactly the same. Right now are just 2 separated servers but nothing diferent between them. The experiment is to see what server will have more players just due the Speed Limit Following the Polls and players posts... SIMUATION 1 and 2 should exchange their players (in theory more people want to keep 110km/h limit), lets see what happens if that limit is only in SIMULATION 2. Easy
  7. Would be interesting a small experiment.... Simulation 1 and 2 servers, have exactly the same restrictions. Just remove speed limit (or use 150km/h as before) in SIMULATION 1 and leave SIMULATION 2 as it is... we will see how many players join on each server
  8. Well.... it can be used mode 1 (static light) when +30 players, we will still see the blue thingy Anyway... using mode 0 (no beacons) maybe people will increment the caution due they dont know if an admin is around hahahaha. Undercover Admins needed!!
  9. Just a little doubt, but its about another question, the truck/trailer stability and the console. I hope there will be something for limit it and avoid abuse... You know what I mean hehe. PS: I just noticed, the bug ticket is in the website support page hehehe, claimed by you Thanks again!
  10. Well... just when the TMP update for 1.35 was released, I tested it. After the test I sent a BUG ticket but it not appear in the BUG section so Im not sure if it was sent or not. The problem is the horn is not syncronized in this last update. You can hear your own but we are unable to hear others horning. It is an update BUG.
  11. I understand your point of view, but understand mine as well. I joined TMP for to meet a lot of human drivers (Im a bit bored of AI only hehehe) with the fact, knowing they are humans, i can expect human errors, thing adding an extra realism for me. The thing I dont like is to need to play almost all my reward from a loooooong journey because an idiot trolling for fun. That is not fair at all. For this, allowing repair truck+trailer with /fix will reduce also coarse language and insults in CB radio (trolls will be less motivated for trolling I guess)
  12. Oh yeah! I forgot to mention that... as I explained in my post, it is not only the price of the repair, also the penalty profit if your cargo is also 1% or 2% damaged. Just a small percentaje damage is really expensive. And dont forget... usually when your trailer is hitted and damaged, your cargo is also affected. NOTE: I tested it and the amount of profit penalty due damaged cargo depends of the total reward mostly. More reward, more expensive each %
  13. +1 I really like the idea!! Personally, I am one of those with a toaster PC, and I need to run the game with almost all minimal details and I can feel easy when my FPS are dropping. In fact... SCS implemented in v1.33 a console variable (g_disable_beacons (0/ 1/ 2) - for people having issues with blinking lights) that can be easily access from a script. I think 0 means NO beacons, 1 just orange static light and 2 the usual blinking orange. In case +30 drivers around, the variable turns to 0, else turn back previous value... not hard I think. NOTE: This effect will be only for the driver. As the idea said, a checkbox in the Launcher would be perfect. People with really good computers can just deactivate it, but we others can use it for earn those precious extra FPS
  14. +1 I totally agree with the idea. I usually drive very carefully. I really like to have my truck+trailer in perfect conditions (with 4% damage after 3000km journey, I always go repair) But... as all you know, It is not fair at all after driving 2500km without incidents a crazy car driver comes in wrong way with his crazy friend and totally crash you leaving you lying on one side in the road. Meanwhile you are lying on a side, your damage is increasing so quickly press F7 for teleport asap. In resume... the price cost for repair truck+trailer totally kill my route profit, and overall the long time spended driving following the traffic rules for just coins. If we think on it... 100% truck damage also can use F7 for teleport and repair, so it is not an excuse for not to use /fix also with the trailer.
  15. I just tested it right now in a long route from Bergen to Palermo (around 2.900km). It said 0km distance, but once loaded the modified savegame, the route is there and perfectly measured in my map. Remember: DO NOT USE the Cloud. My steps: 1. Take the truck you want to use and park it in your garage or somewhere. 2. SAVEGAME. Not Autosave. Using SaveGame you will create a slot in your savegame folder with names 1,2,3....9,10.... (I have only 1 savegame so my folder is numered 1) 3. Open VirtualSpeditor v2.06 and create the route (ignore if it say 0km distance) 4. Go back to your game and use LoadGame for to load your last savegame (that slot you created when savegame) 5. Voila! If you go to the marked from the map and click your city, your load should be there and showing correctly the distance. Remember VirtualSpeditor do not work with owned trailers.
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