Games/ETS2/Modding guides/1.24

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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 accessory_name.truck_brand.truck_series.accessory_type. 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 accessory_engine_data 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: 2500
  rpm_limit_neutral: 2500
  rpm_range_low_gear: (700, 1500)
  rpm_range_high_gear: (1000, 1500)
  rpm_range_engine_brake: (1500, 2500)
  rpm_range_power_boost: (550, 450)

Chassis data

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

Physics data

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

Damage data

All damage data was removed from game_data.sii and set into new damage_data.sii 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 allowed_vehicle_type (defined per-lane-type in traffic_lane.sii) is now obsolete. Instead, please use attribute allowed_lane_type (defined per-vehicle-type in traffic_vehicle_type.sii). 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 * and ? are supported.