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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

We have been spending considerable time during the recent year fine-tuning truck & trailer physics and improving power train simulation. We feel more and more confident now that we'll be soon ready to share the results of this development with you.

We are preparing new content and gameplay features for both Euro Truck Simulator 2 and American Truck Simulator. As a first, we plan to bring you a pack of new Heavy Cargo sitting on all-new trailers for ETS2. The driving experience with 50+ tons in tow is very different, so much in fact that it may tempt us to pack in new powerful chassis configurations for some of the trucks!

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ARK: Survival Evolved Introducing the Yutyrannus!
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Dino Dossier

A new Dino Dossier has been revealed, this one is everyone’s favourite fearsome feathered fearless fighter, the Yutryannus!
We have covered our visit to Mid-America Truck Show on our various social media channels like Twitter, a huge dump of raw photos was also posted on Imgur. But a couple of readers have reminded us that we have failed to mention it also here on the blog. As some fans prefer the blog over any other ways of checking news on SCS Software, we owe you to also make a short post here.

For us, the brightest star of the show was a Pete 579 simulator presented at Peterbilt's booth, using a customized version of American Truck Simulator to render the world and instruct the cab to dance around. It was kind of only a proof of concept project, but we think it worked pretty neat, as you can see in the YouTube video below:
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Hello, the sunny spring weather seems to have taken a break these last few days after Denis' arrival to the office. His work continues on the belts optimization, as the rest of the team has been playtesting 0.15, as well as closing off remaining minor features on our Trello board.

Progress report
Internal playtesting kicked off early this week, and it seems we're either doing something right or wrong, as it doesn't seem we are finding many major bugs. Of the ones we've found, most have been fairly easy to solve after initial diagnosis, which is greatly simplified by playing on our internal 'Fast debug' build.

Kovarex has polished up the 'zoom to map' feature mentioned previously, with a card of community suggestions to checkout in the future. There was some choice to make on whether to allow building from the map zoomed in or not, and in the end we decided that building ghosts/bleuprints from the map is an amazing feature. Posila and I finished our first implementation of the mini-tutorials, which are accessed in-game through a simple (for now) Gui:

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We also have a new addition to our GFX department, so please everyone give welcome to Ernestas, a talented artist from Lithuania, who has been getting acquainted with us all here in the office. Albert has been digging deeply with Cube into terrain generation fixes, while his work continues...
Hello, Engineers! Today’s patch is another minor release, bringing some more smaller improvements as the team continues work towards the next major release. This includes a significant fix for ship dampeners so now, ships with multiple types of thrusters will no longer slowly fall in planetary gravity. Additionally, we resolved an issue players were experiencing with ships not being affected by gravity at all which meant they would fly on planets as if they were in space.
Coming up in the next major update, we will have a new in-game server browser for you which has a ton of new features, search filters and performance improvements. Some notable features include the ability to connect to a server via an IP address and search for servers which are using your preferred settings and mods. The list of servers will also load much faster with the new browser.
But rest assured that lots of work is still going into optimizing the game’s performance and multiplayer with a number of stress tests taking place in the last week which have allowed our programmers to analyze and track down the causes of performance drops.

Lastly, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. Once again, we’ll be joined by Marek and the producer of Space Engineers, Petr Minarik, where among various topics, we will be discussing the future of the game and what the team here at KeenSWH has been up to.


Full list of new...