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Catonaut

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  1. I like the idea of a toll-booth Duca road. Would be funny for an aprils fool. pay everytime when entering and leaving a totally crazy big amount of money :D. Enter the road? pay for it leave the road? pay for it enter gas station? pay for it leave the gas station? pay for it drive over the level crossing? pay for it You can make that bigger: the road has various speed limits. put a flash for every new speed limit on the side. you're too fast? pay for it. you're too fast again? pay for it but moooore. But back to the topic. I don't really care what solution it will gonna be as long as traffic doesn't get too stuck and players can't rush through the gas station and rest stop. The french version like @Low Horsepower Truck and @blabberbeak suggested the most.
  2. I agree with that. While th idea is good, I think rtoaundabouts slow the traffic down too much. I can already say aswell that palyers try to leave and enter the gas station the wrong way. That needs to be pevented also. How about something like this (see the attached image). A loop at the beginning at at the end and the gas station in the middle (while remodeling more paarking lots would be cool, especially for longer trucks)?
  3. Hey guys, the new changed rest stop on the DU CA road is quite good, but I noticed that many drivers overtake, while others drive in the middle road, fast through the gas station and get back on the main road. See pic: https://imgur.com/a/5RNDwET My suggestion would be to add a S-curve with a wall behind (for reasons) at the beginning of both directions when entering the rest stop so players are forced to brake and enter slowly instead of rushing through. Is just bad when you park, get rammed and then reported for blocking the way but it's not you fault. Why it should be added? Well to avoid accidents and reporting of the wrong players Cheers
  4. For the next aprils fools I'd like to have a max speed limit at 30 kph for trucks and 20 kph for cars. Would be so funny so see the rage in chat of all these racing drivers. But as you said, the minimum requirement of 6 months membership sound quite good, but there are players who already have many hours in SP, can drive very good, stick to the traffic rules and then have to wait 6 months aswell to play. They'll loose interest quite fast in joining. Sounds like we need something like a trest track to see how drivers behave
  5. Suggestion Name: As the title says Suggestion Description: I know TMP staff might already be working on how to rebuild Calais like Duisburg to increase traffic flow. There have been even topic and suggestions on how to do that. My suggestion would be to only replace the repair shop like in the following pic: https://imgur.com/a/Tp41mCY It is basically the most congested place in the city. So if we replace it and make it like adrive through I would say you can increase traffic flow quite good. You could also try first to close the exit from Calais intersection heading down to Calaiss, so players have to enter form the harbor but can exit straight from the city to the intersection. Why is it needed? Well as written before to increase traffic flow becaue almost everyone needs to go over one single crossing. Cheers, Flo
  6. Instead of requiring 6 moths of membership to drive a car I think it would be better to incerease the minimum driving hours for the game itself. Right now you only need 2 hours of driving to enter TMP. How about increasing this to 50 or 100?
  7. Hello, as the title says, I'd like to make the suggestion to increase the amount of parking lots on the new DU-CA rest stop. In the following pic you can see, that even with not many players on the server the rest stop gets already a bit crowded: https://imgur.com/a/LnInMgQ I would even place two spots toghether to have the length for HCT trailer if possible. Cheers Flo
  8. I'm also looking forward for the NL and BE rework. but I odon't think players will switch the road from Duisburg to Calais to another. Have a look at the added alpine road in Austria over the big mountain. It was popular for two weeks fter it cam out. Now you're happy to find at least 5 other players on it. My guess would be that Duisburg - Calais will remain (because other roads are either too short or in a DLC), only the road between it will change.
  9. I like the lowbeds too and long trailer combos. Sadly the 10 axle is not allowed. Would be cool to use it at least on promods becasue exept Kirkenes the Map is almost empty. But it's funny that in the Rules it still says that Special Transport Trailers are not allowed, but on the other hand, 2 out of 3 are allowed to be used (the 6 axle lowloaders like the one in your last picture) in the game.
  10. Hello together, as you know, ETS 2 allows long trailer combos up to 3 parts. Therefore the 3 following trailer combos are the most common ones: https://imgur.com/a/gBaDypB (They can vary in style and type like dryvan, container, flatbed, logs, etc.). We've got the B-double with an additional load carrier B-Triple classic HCT So my question to you would be: If you drive/or wanted to drive one of those (for whatever reason), which combo would you choose/are you driving and why (maybe why not the other ones)?
  11. My idea for the Calais Intersection would be a "normal" 4 way highway cross like the ones which got redesigned by SCS in the latest game updates. The remodeling of Duisburg went very good. The traffic thers is now much better than it was before. So it would be cool (if TMP staff isn't alreday working on it) to remodel the city of Calais aswell like Duisburg with one way entry and exit and bigger roads in the city itself
  12. Does this mean, Calais intersection, where trucks coming from east like Duisburg and the trucks coming from Calais, will be rebuild, so they don't cross each other any longer, meaning they get of the highway and can turn right to Calais instead of going over the bridge first like it is still today?
  13. Suggestion Name: New mod manager in the new TMP Launcher Suggestion Description: As we all know there have been many requests for various mods to be added to the MP. In almost every case the TMP staff had to say no, because the mod would be required by every player to actually work. Now let me explain my suggestion: Instead of everyone needing to look up the mod in the steam workshop, TMP staff add them into the new TMP Launcher by adding a mod manager. How should that work? Players can make suggestions (better none that affect for example the truck in hope noone has to recreate his truck due to a mod crash) on what mods to add, for example the VAK trailers by Kast. Now, TMP staff can test this mod on an additional server in order to look and dicuss, if the mod works, is suitable and stable. If yes, they add it to the mod manager. So before a player can now log in, he must synchronize the mod manager in order to play (in the beginning it might be better to start with only trailer mods). The trailer is now purchaseble in the game and every player is still free to use these mods or not (Just like the mod vehicles TMP patrons can use). In order to make sure the mods are still supported, TMP might add the modders to the staff to react faster for example when a new version is launched. Any example images: Sadly nope Why should it be added?: I think it will slightly increase the amount of players to the game due to the fact many don't use the MP becaue they are not supported
  14. How does it come that the same cargoes have a different weight between ETS2 and ATS according to the 2 tables: For example the milling maching is slightly heavier in ETS2. In ETS2 the transformer has a weight arount 47 tons, in ATS it's 56. Are there any special reasons for this?
  15. Well this helps all players that are already aware of this road and drive (almost) correct. But kid players won't care about these tips in anyway. But thanks for putting them together
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