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Games/ETS2/Modding guides/1.24

3,727 bytes added, 16:12, 24 May 2016
Created page with "= Changes = == Vehicle Definitions == === Interior data unit names === Unit names of interiors of most ETS truck was renamed to fix various issues with searching and matchi..."
= Changes =

== Vehicle Definitions ==

=== Interior data unit names ===

Unit names of interiors of most ETS truck was renamed to fix various issues with searching and matching. Naming conventions of all truck-based accessories has to be <strong>accessory_name.truck_brand.truck_series.accessory_type</strong>. All mods that linked accessories to unit names in any way (eg. by dependency rules - suitable_for, conflict_with, default) have to be updated.

=== Engine data ===

Engine simulation has been made heavily data driven. For this purpose there can be defined torque curve and various rpm limits in <strong>accessory_engine_data</strong> files. Torque curve is defined as list of torque ratios based on rpm, with values between 0-1 and border values valid to +/-infinity rpm. Idle and limits define rpm points where truck electronics do some alteration (lowering throttle behind limits, adding throttle below idle). Rpm ranges define preferred rpm and are used by automatic transmission of any kind. Low- and high_gear define basic range (by gear) while power boost defines rpm power reserve for hills or adaptive behavior. All these values must fit to torque characteristic of engine to work correctly.

torque_curve[]: (300, 0)
torque_curve[]: (440, 0.5)
torque_curve[]: (1000, 1)
torque_curve[]: (1300, 1)
torque_curve[]: (1900, 0.77)
torque_curve[]: (2400, 0.4)
torque_curve[]: (2600, 0)
rpm_idle: 550
rpm_limit: 2200
rpm_limit_neutral: 2200
rpm_range_low_gear: (700, 1500)
rpm_range_high_gear: (1000, 1500)
rpm_range_power_boost: (550, 450)

=== Chassis data ===

From <strong>accessory_chassis_data</strong> files has be removed attribute <strong>powered_wheel</strong> and replaced by <strong>powered_axle</strong>. It work in same way as other axle-based attributes now (residual_travel, kerb_weight, liftable_axle, ...).

=== Physics data ===

Added <strong>torque_converter_viscosity_factor</strong> and <strong>torque_converter_locked_viscosity_factor</strong> for torque converter-based transmissions. Added <strong>manual_clutch_viscosity_factor</strong> and <strong>manual_clutch_connected_viscosity_factor</strong> for better manual clutch slipping simulation.

=== Damage data ===

All damage data was removed from <strong>game_data.sii</strong> and set into new <strong>damage_data.sii</strong> file. Many new attributes have been added.

Basic damage coefs and damage transfer ratio between truck and trailer. Additional damage factors are used for overthrown truck.
* truck_damage_coef: 0.0007
* trailer_damage_coef: 0.0007
* dragged_trailer_damage_coef: 0.00002
* truck_to_trailer_dmg: 0.2
* side_damage_factor: 6.0
* roof_damage_factor: 11.0

Damage distribution to truck parts on hit.
* cabin_damage_ratio: 0.8
* chassis_damage_ratio: 1.0
* engine_damage_ratio: 0.5
* transmission_damage_ratio: 0.3
* wheel_damage_ratio: 0.15

Wear distribution to truck parts on regular usage (per km).
* cabin_wear: 0.0
* chassis_wear: 0.0
* engine_wear: 2e-6
* transmission_wear: 2e-6
* wheel_wear: 2e-5

== Traffic ==
=== Traffic vehicle types vs. traffic lane data ===

Traffic lane data attribute <strong>allowed_vehicle_type </strong>(defined per-lane-type in <strong>traffic_lane.sii</strong>) is now obsolete. Instead, please use attribute <strong>allowed_lane_type</strong> (defined per-vehicle-type in <strong>traffic_vehicle_type.sii</strong>). The new attribute is an array of strings, which define at which lanes which vehicle types are allowed. At least one of the strings in the array must match the traffic lane unit name (traffic_lane.sii) for the vehicle type to be allowed to drive there. Wildcards <strong>*</strong> and <strong>?</strong> are supported.