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Games/ETS2/Modding guides/1.30

30 bytes added, 12:10, 15 August 2019
New navigation data
= Changes =
== New Navigation Data navigation data ==
New navigation algorithm uses detailed info from traffic lanes so it can take lane counts, direction and other things into consideration. Be careful to have correct navigation data in map. For example if crossing prefab does not have a AI lane for right turn, the navigation will not turn right even if that means that it will find a much longer path.
* '''''navigation_semaphore_wait_duration''''' (90.0) - Time cost of going through semaphore in game-time seconds.
* '''''navigation_stop_wait_duration''''' (60.0) - Time cost of going through stop sign in game-time seconds.
* '''''navigation_turn_own_side_duration''''' (15.0) - Time cost of turning to the own side (e.g. right in USA/continentalcontinentalEU, left in UK). Additive.* '''''navigation_turn_oposite_side_duration''''' (45.0) - Time cost of turning to the oposite side (e.g. left in USA/continentalcontinentalEU, right in UK). Additive.
Weights used for time evaluation:
* '''''navigation_time_semaphore_wait_duration''''' (60.0) - Time cost of going through semaphore in game-time seconds - time calculation.
* '''''navigation_time_stop_wait_duration''''' (30.0f) - Time cost of going through stop sign in game-time seconds - time calculation.
* '''''navigation_time_turn_own_side_duration''''' (10.0f) - Time cost of turning to the own side (e.g. right in USA/continentalcontinentalEU, left in UK) - time calculation. Additive.* '''''navigation_time_turn_oposite_side_duration''''' (30.0) - Time cost of turning to the oposite side (e.g. left in USA/continentalcontinentalEU, right in UK) - time calculation. Additive.
A road items in editor can be marked with "GPS Avoid" flag. This will cause the navigation to apply a huge penalty to paths using this road. There is no such flag for prefab items however prefab_model definition supports a gps_avoid attribute which will enable it for all uses of that prefab in map.
== Vehicles Data data ==
=== Truck data === ==== Engine Accessory Data accessory data ====
Engine now has '''''secondary_torque''''' attribute (default 0.0). If defined (positive value), it is used when transmission ratio is same or lower that '''''secondary_torque_gear_ratio''''' (default 1.0) - basically, higher torque is used on higher transmission gears.
Additionally the AI curve structure was changed by adding a u32 value at its end. This value contains index of a navigational node which should be used if navigation starts from that AI curve or 0xffffffff if there is none. Basically it is a reverse mapping to the curve_indices from from nodes.
== Flares Data data ==
Flare blink unit (usually found as hookup defined models inside '''''/unit/hookup''''' directory) was reworked to use blinking pattern instead of just simple ON and OFF delays. Thus '''''blink_delay_on''''' and '''''blink_delay_off''''' attributes were removed and replaced with '''''blink_pattern''''' and '''''blink_step_length'''''. Unit is now defined as follows:
Consequentially flare blink sync inherited attributes and behavior from flare blink unit and has the same two new attributes: '''''blink_pattern''''' and '''''blink_step_length'''''.
== Time Zones Data zones data ==
Time zones are (for now) country based. Each country has defined '''''time_zone''''' (integer, in minutes) and '''''time_zone_name''''' (string). Eg. central european summer time is +120 minutes with "CEST" name.
In addition there is default timezone, stored in '''''economy_data''''' unit ('''''default_time_zone''''', '''''default_time_zone_name'''''), this is zone basic game time is expected in and it is used every time where relevant spatial location and thus time zone is not known.
== Economy Data data ==
Some old values has been exported to '''''economy_data''''' unit ('''''/def/economy_data.sii''''') attributes:
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