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2019 Opel Corsa 1.0T

Veteran Driver III
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Everything posted by 2019 Opel Corsa 1.0T

  1. How am I able to delete my truckersmp forum account only?
  2. Unfortunately the feature of cars driving faster than trucks can be abused easily, even if it is restricted from overpopulated places. As you've already noticed, it has the equivalent crash physics of a truck for other players and I'm assuming that it's currently not possible to reduce it since it was released 8 years ago. Yes, cars do drive faster than trucks but I could see that it'll do worse than good due to the nature of the players here on TMP. This question was also answered here on the knowledge base, https://truckersmp.com/knowledge-base/article/574
  3. Suggestion Name: Add the original pilot skin for the Scout car. Suggestion Description: This used to be the pilot skin for the Scout car from 2016 to 2021. Why it should be added: Since the original police skin wasn't added too long ago, adding the original pilot skin for the Scout car would also be nice. It also adds more variety to the pilot accessories.
  4. Again as I've mentioned, buses are pretty much only good for bus and transportation fans from what I can see here. Since the bus has features such as delivering passengers and the Scout car having customizable parts and an ownable caravan, it should be more than acceptable for being implemented in a truck game, if you know what I mean. Adding more variety does not have that much purpose, people tend to use trucks more than buses or cars, since that's the main point of this game and TMP itself. If you mean adding mods from the Workshop, it is not gonna be ideal due to the compatibility issues such as file sizes, and also when the game updates, the developers of the mods may not update it in time for TMP. If you're talking about the add-on team creating more vehicles, that is not ideal either, as I've mentioned previously, not that much people use the Scout car or the bus in general, so spending the time to create even more vehicles and implenenting features in them is definitely not easy for them. They do run polls on Alternating Vehicles where you can vote for multiple vehicle types, here's the latest one: https://truckersmp.com/poll/81 It's not that it's gonna defeat the point of a multiplayer game, I've mentioned that it defeats the point of trucking, which is the main point here. People that do not aim for that point can use the Scout car or the bus that is available to drive, I have 0 issues with the Skoda Superb and the Alternating Vehicle being the only cars available, considering that I'm playing a truck game. There's already a pickup truck that you can drive in American Truck Simulator, you can use the caravan to make deliveries with it: The pickup truck does indeed have "truck" in the name, but it still cannot carry huge cargo trailers that can weigh 20 tonnes and so. So again, I don't use TMP for trucking, only in singleplayer. Most people here prefer trucks rather than other types of vehicles, so the vehicle selection that we have currently should be completely fine as it is, adding even more vehicles for each type of vehicle does not seem to have any real benefits. Please don't take this as rude or anything, that is my opinion regarding this topic. I hope you understand my explanation.
  5. Yes, this opinion is quite correct as ETS2 is about driving trucks and delivering cargo and freights from point A to B. The idea behind the car in-game is related to trucks, they're meant to pilot and escort truck convoys in TMP. They're also used by Game Moderators, I believe it was exclusive to them when it was first released in 2016, then the players could use it later. One car for this idea should suffice for that case, which is currently the Skoda Superb that we have. This mod is created by TMP itself, it has a detailed vehicle model with customizable parts. There's also an alternating vehicle that gets updated every month, and an exclusive one for patreons. The Bluebus was added after TMP partnered with DBus World. I guess it is a pretty good addition for bus and transportation fans here, I do like it too. Adding more vehicle mods to TMP simply isn't ideal, it defeats the point of a multiplayer trucking game. Additionally, there are various file sizes for each mod, and adding a bunch of them can cause issues. I do kind of get your point, I always play as the Scout car in TMP and trucks in singleplayer, you may wish to drive any vehicle in-game. But again as I've mentioned, the game should not be modified too much that it's no longer a truck game. There's a similiar suggestion which should also be related to buses in-game:
  6. Introducing these settings on the current Simulation servers will not be ideal, as these settings are very strict for the player's playing preference. Additionally, it probably won't be as popular as a seperate server. When TMP seperates casual players from simulation players into two different servers, it defeats the point of this MMO mod, to engage and have fun with others in this game. As you can tell, this community rather consists of casual players who don't aim to play on a 'hardcore' simulation style. So when they're restricted from the server due to these settings being locked and being told to play on Arcade, that will reduce the engagement of the Simulation server itself. You've mentioned that this will reduce the amount of rule breakers in this mod, and I can assure you that it won't. These people have been on our platform since the beginning, and preventing them from ruining the experience is simply not an easy task to do, and by introducing these strict settings on the servers, it will not do as much, because they will still actively break the rules on the server. And these people are not only exclusively on TMP, but they're pretty much on any online games that are out there, it is definitely not easy to get rid of them. TMP does aim for a realistic experience, but not to the point where they have to restrict a player's preference in order to make the game more realistic. ETS2 is also meant to be a game rather than a real simulator, you are allowed to play at any preference you like, as long as you don't break the rules and endanger any other player.
  7. The new UI looks really cool.
  8. What does the progress with the Replication Framework look like currently (features, stability, bugs)? Is the development coming in a good direction? And what would the ETA be (if there is any)?
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  9. Suggestion Name: Disable the server's speed limit on disconnect Suggestion Description: When using the command '/disconnect', the speed limit is still active, even if you're disconnected from the server. The speed limit should be inactive when you are not connected to a server. In this example, I'm in a city with the 60 km/h limit. When I disconnect, the 60 km/h limit is still active. This also applies to the 110 km/h limit. The 80 and 150 km/h limit are also affected in Simulation 2. The speed limit also doesn't change when you enter or leave a city. Why it should be added: This would be ideal if you want to move between a location faster while being disconnected, for example.
  10. Suggestion Name: Make the high beams actually work Suggestion Description: The high beams are pretty much non-existent. Let me demonstrate: Keep in mind that the top image is the local player, and that the bottom image is what other people see. The low beams are working as intended: With the high beams however: On this POV, the "high" beams does not have the same range as in the POV of the local player. It's just using the texture from the low beams, just with the brightness increased. They're called high beams for a reason. But the beams in question are not high. or something like that fbjhdsgfdsgkjsd All vehicles in the game are affected. Low beams: High beams: In conclusion, the low and high beams of other players almost have no difference, except the brightness. Why it should be added: You barely can notice when a player is flashing behind you, for example. I've also tested this in SCS's convoy mode and the textures of the low and high beams work as intended.
  11. The chats are being logged constantly?
  12. I'd be interested in the results. Unfortunately, I don't think there's gonna be a big difference. On that particular road, there will be reckless drivers everywhere and everytime. The vehicle doesn't really matter at this point, truck, bus or car, people will ALWAYS try to push their way through traffic jams, and many more cases.
  13. Not really. I found this video of the Scout car before the FMOD update. You can hear the sound of the turbocharger as the RPM increases. If the turbocharger sound on the trucks are already working as intended, it'll function the same in the Scout.
  14. Suggestion Name: Turbocharger sound for the Scout car's TSI and TDI engine Suggestion Description: Re-implement the spooling of the TSI and TDI engine's turbocharger in the Scout car add-on. Why it should be added: Before the FMOD update, the TSI and TDI engine in the Scout car had a turbocharger sound and it spooled up as the RPM increased. As of right now, that sound has been missing. Both the TSI and TDI engines are equipped with a turbocharger.
  15. Suggestion Name: Fixes and corrections to the Scout car Suggestion Description: I'm suggesting that the add-on team should start doing some polishing, maintaining and fixes on the Scout car. I've submitted a few support tickets regarding some bugs, and these issues still persist. Regarding the issues of the add-on, here's what I could find so far: The animations of the wipers don't reach the whole windshield When the wipers are turned on, they are not covering the entire windshield. They only reach about 70% of it: They're actually positioned like this: The horn isn't looped correctly and is quiet compared to other vehicles The horn has this annoying loop seam problem. You can hear how the loop repeats when you hold the horn button. I'm assuming this issue was there since the FMOD update was introduced to ETS2 (2020). The volume of the horn also has a huge difference compared to other vehicles. It's also missing the doppler effect (the effect for when the car passes you by, you can look it up), other horns still have that effect. Rain drops aren't covering the left and right windows The windows on the left AND right have this issue where the rain doesn't cover it entirely. It's far more noticable with the winter mod (this issue still applies to rain and snow): Interior audio stops when looking in the back There is a point of angle from looking in the back where the sounds from outside stops being muffled. You can try it out yourself in-game by moving your camera to the right completely and notice the sound effects change. Texture issues on the exclusive interior The beige interior has some texturing errors. Many parts of the interior have the dark color, which should have the beige color. The floor should be textured with the beige color: The same case with the handbrake as well: The window buttons are also incorrectly textured: Here's a reference: Right-hand sided interior still has the km/h unit on the dash Another issue that has been there since the add-on has been introduced, the right-hand sided interior for UK roads still has the km/h unit on the dash: The add-on team can texture a mph gauge for the UK interior: Left and right windows are transparent The windows on the left and right seems to be too transparent. You barely can notice it on the corner (the window is rolled halfway down): At nighttime, that corner completely disappears: Rear-view mirror is useless This is probably the most noticable issue. The FOV of the rear-view mirror is way too high, and you can barely see any vehicles from it: Although I believe this is an issue and limitations from the game engine itself, since if it was zoomed in, it would still be pixelated, so we would have to wait for SCS to fix this. Ignition key's animation has two positions when the engine is running or not There is an animation error on the key where it actually moves from two positions based on when the engine is running or not. Ignition on, ENGINE OFF: Ignition on, ENGINE ON: A car's ignition key doesn't simply turn back to a certain position on itself when the engine's RPM drops to zero. It should still stay on the same position for when the ignition is on, whether the engine is running or not. Here's a demonstration, pay attention to the key as the car's engine turns off: Daytime running lights are being used as sidelights It seems like the daytime running lights have been switched up and is being used as sidelights instead. The daytime running lights is supposed to work like one, they are on all the times, even with the headlights off: For the sidelights, the same bulb that is being used for low beams is supposed to be used. It should be less brighter than the low beams, though: Steering wheel buttons are always illuminated Whether the headlights are off or on, the buttons on the steering wheel is permanently illuminated: They're supposed to be green as well, not white. Why it should be added: From texturing a mph gauge to looping the horn properly, these issues have been there for quite a long time. I kind of consider this weird for these not being fixed yet, I'm sure that the add-on team have noticed them too. Now I'm certain that the add-on team have a lot going on, and I appreciate their hard work to bring us new content, don't take this suggestion to urge the team to fix these issues immediately on spot just like in a military boot camp. Since I have my own experience in game development, I would consider some of these issues that I've listed relatively easy to fix and not take 400 trillion decades. Plus, a lot of people including me like the Scout car, fixing this add-on when needed will definitely meet the same quality of the other vehicles in-game, hence the "Road to Simulation" idea. Oh and according to the recruitment: "You must be able to work well in a team and make high-quality content"
  16. Well, generally you could use the truck's odometer for this
  17. I am aware on how to mute the CB radio. What I am suggesting is to mute the CB radio when ETS2 is running in the background. The game audio is muted, but not the CB radio, it would be practical if both of them were muted while the game is running in the background.
  18. Suggestion Name: Mute CB radio when ETS2 is minimized/running in the background. Suggestion Description: When the ETS2 is minimized and running in the background, the audio coming from the CB radio is muted. Why it should be added: Well, for one example, there was this one fateful day where I minimized ETS2 and went to drink something. Then a squeaker proceeded to yell in the CB radio and my whole household woke up because I forgot to mute my speaker. Lol.
  19. I'm certain that this is a bug that should be fixed, maybe try reporting this issue on a support ticket
  20. If that was the case where the person sped up while you were overtaking them, you need evidence to prove this. Imagine if someone purposefully caused a wreck, then simply said "Oh they were actually speeding while I was overtaking" without having to actually prove it, the GM will unban them immediately. When the rules have changed and you start the game up, a tab opens with the new rules and a changelog to what rules have been changed. Also the fact that you have to scroll all the way down in order for the accept button to be clickable. That's what bans are for. It'll teach you not to repeat that same mistake again. Hurting yourself over a driving simulator is nonsense. Every rule has an explanation to it that SHOULD be easy enough to understand. For example, §2.2 Collisions - "Causing or attempting to cause a collision with another player intentionally or due to negligence." This also includes collisions that were made on accident. https://truckersmp.com/rules This as well. Oh and there would be almost no point in banning anymore if you could pay in order to get unbanned. Trolls will absolutely love this option.
  21. elephant green screen effect

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