Foobrother last won the day on June 26 2022
Foobrother had the most liked content!
About Foobrother
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Profile Information
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Gender
Male
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Preferred Trucks
Volvo
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EU Garage Location
France: Montpellier
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Known languages
French, English
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Foobrother's Achievements
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I don't think people who report should be able to set any priority. However, depending on the person being reported and their bans history, the report should be prioritised. i.e. a player who already got banned 4 times over the last 12 months is very likely to cause more damage and bother more players until a moderator bans him/her (after checking the report). While a player who never got banned in 4 years isn't likely to cause more/many problems in the near future. So the first player's report should be treated more quickly than the second one.
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I know that some people driving on C-D have the complete opposite opinion but when I'm driving on a busy twisty road I tend to go on the safe side and stay behind (like in real life) and if I'm on the motorway I can overtake when the person is much slower than me (but it's rare ).
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Have you already tried the new truck man?
Foobrother replied to ROMANISTA [ITA]'s topic in Euro Truck Simulator 2 Discussions
Love its horn -
Have you ever driven on Kirkenes Quarry (Road)?
Foobrother replied to ROMANISTA [ITA]'s topic in General Discussion
That summarizes very well the kind of idiots you can find on this road. Fortunately most of the time they are just threatening on the chat and don't do anything else. But it's annoying as there are quite a bit of people with empty standard trailers trying to race (even on that road!!) and don't want to stop 2min to let people pass. That's why you end up very often with big queues because some people just don't want to wait and force their way on path where there is just space for one truck. And since nobody is leaving space between trucks, people can't reverse and you end up stuck until someone does F7 Apart from that it's a very pleasant road. And one of the rare ones that can be challenging if you make it challenging. Here is what I'm talking about: Drive the most powerful Scania or Volvo in automatic with an empty standard trailer and you won't have any issue driving on that road. Drive a 500bhp truck on manual with a 40T+ cargo on a long lower bed trailer and you will be challenged.- 15 replies
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- kirkenes quarry
- drive
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(and 2 more)
Tagged with:
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Dev Blog: Under the Hood of the Replication Framework
Foobrother replied to Leon Baker's topic in News
Thanks for spending the time to explain the current situation and challenges. Would have been great to get some comments/insight about TMPs view on SCS convoy technology to know: if that's something that can simply be leveraged on TMP? is it a different technology/solution to what TMP is implementing? Or is it the same? do we have any contact/communication with SCS to collaborate and help on fixing these MMO/networking challenges? I would be interested to know if objects like bins will be synced as well? Technically you can move/push a bin on the middle of the road but currently people don't see it. But once synced I can image some interesting scenarios coming up -
Guys you're all wrong! TMP is more FUN now!! You shouldn't complain
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You're completely right, and it's not new that most of PC game players prefer action/RPG/arcade/racing games rather than Simulation games which is a small percentage. But does that mean TMP needs to move more toward arcade/racing and be less simulation oriented? If they want more players, as you explained, the answer is yes. If they want to keep some simulation spirit, the answer is no.
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Or you could imagine that they have special warning lights like emergency services and people should let them pass (like emergency services) so that they can access quickly the problematic area? Or can't GM teleport themselves anywhere?
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I think it's a good idea, as long as the traffic management is done by a Game Moderator who has some training and can kick people who don't respect the traffic management. Otherwise I can see several scenarios where traffic management would be very helpful: traffic jams at traffic lights: one road with not too many people but a long queue on the other road. Traffic management could bypass the traffic lights and let the long queue flow for longer to reduce it traffic jams where you have a single lane and people need to give way (i.e. Kirkenes Quarry Road). Regularly people are not very friendly and don't stop to let the others pass and you end up with road blocks and big jams. Traffic management would help here. traffic jams during events where many people try to access the same destination at the same time and it creates multiple jams everywhere. can be useful also to have someone announcing a coming jam 1km before it to warn people so that they don't crash into it (while racing ) GM can quite easily detect these problems using the TMP Map.
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As far as I understand this scenario: same player reported several times (by various players) in a short period (couple of days). This player has his/her offenses regrouped into a single ban but with a longer ban in proportion to the amount of offenses. So this will result in 1 ban added to his/her counter even if he/she did several offenses within a couple of days.
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Not sure what's so strange about this accident? Here is what I'm talking about: https://www.veed.io/view/e7a3c56d-fe1b-41d1-9efe-15a63a8ffe26?panel=share
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Since I follow the speed limits on main roads I usually don't. But when crossing cities/villages where the speed limit goes down, yes I'm a bit of a maniac as I really hate to get a speed ticket for less than 10Km/h over the limit
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Well, correct me if I'm wrong, but if you want non-collision with AI Traffic it means you don't want the AI Traffic to react to real trucks? Otherwise imagine a troll driving through AI cars (because non-collision) which would emergency brake automatically and make massive traffic jams which would eventually impact simulation drivers! And if you disable interactions with AI traffic (AI traffic running as if there was no player) what's the point? A simulation driver would see AI traffic not stopping at a junction because it doesn't see real trucks. Or an AI car would drive through you because it's faster than your truck? Also you would have trolls driving like maniacs though AI car & trucks and not notice real players (or too late) which would generate even more crash etc... Well it depends what you want to achieve. If the goal is to follow what the majority wants which is being softer with offenses and less simulation (and more racing/arcade) then yes, I agree it's a better approach to be more gentle with punishments. But if the goal is to avoid/prevent people to use the AI traffic to generate mass crash or jams, then my view is that you need to be even more strict when it comes to AI traffic offenses. Because the impact can be much bigger than if you just offend a single player. To me an offense to an AI vehicle should be treated with more serious as the impact is higher on the whole area (AI traffic takes more time to restart/go back on the road etc...). Oh yes definitely. And that's probably one of the reasons why we still don't have AI traffic in TMP. There are loooots of potential problems to solve. Definitely not an easy task. And will for sure generate more game moderation work simply because you will have more vehicles on the road!
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Replace them with vehicles previously used which didn't allow you to flip trucks that easily. If you read my post correctly you will understand that these minis can flip trucks more easily than the Skodas for example.