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Euro Truck Simulator 2 News

Cruising Nordic Horizons Event Conclusion

[p]After more than two months, we have concluded the #CruisingNordicHorizons event on Sunday. We would like to thank all the 113,728 truckers for taking part! Now, let's take a look at how you managed to complete the set goals.[/p][p][/p][p]Before we get into it, we would also like to send a huge thanks to the dedicated team behind this event. We really appreciate all their hard work, and we are sure that our #BestCommunityEver does too![/p][p]As tradition goes, with every new map expansion, we launch a World of Trucks event with dedicated goals and rewards for our #BestCommunityEver. For #CruisingNordicHorizons, the community set out to drive a combined 300,000,000 kilometres while delivering cargo to or from any city featured in the Nordic Horizons DLC. With the personal goal, truckers were challenged to complete 18 contracts to or from six unique cities in each of the countries; Norway, Sweden, and Finland.[/p][p][/p][p]We're thrilled to report that you didn't just meet these goals, you absolutely smashed them. The community goal was reached in less than two weeks, and by the end of the event, the total distance driven had more than doubled, reaching an incredible 702,446,695 kilometres.[/p][p]Meanwhile, 57,397 truckers completed the personal challenge and can now enjoy all the rewards: the Northern Tides ETS2 truck paint job, the Viking Helmet dashboard accessory, and a World of Trucks achievement. Now it's time to go trucking in the far north in style with the themed rewards you earned.[/p][p][/p][p]Even if you didn't complete the event, don't worry - the journey is what matters most, and we hope you've had (and will continue to have) plenty of fun hauling cargo across this map expansion.[/p][p]For future updates and news from the world of ETS2, make sure to follow us on our X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! We will see you on the road.[/p][p][dynamiclink][/dynamiclink][/p]

Project Benelux Rework: Eindhoven + DAF Trucks Facility

[p]Today, we are happy to take you to the Netherlands once again, as we continue our work on the Benelux Rework for Euro Truck Simulator 2. This time, our journey brings us to Eindhoven, a city with a strong industrial identity and a name that is inseparably linked with one of Europe’s most legendary truck manufacturers - DAF Trucks.[/p][p][/p][p]As part of the Benelux Rework, Eindhoven is being introduced as a brand-new city to Euro Truck Simulator 2. Our map designers have been working to capture its modern character, distinctive architecture, and key road connections from the ground up. The result is a fresh addition to the map that feels detailed, immersive, and fully aligned with today’s ETS2 standards.[/p][p][/p][p]You'll be able to catch a glimpse of some of Eindhoven’s most recognisable locations. One of them is the Lichtnaald sculpture, standing proudly over a roundabout, with the iconic Evoluon building rising in the background. With its unmistakable UFO-like shape, the Evoluon is one of the city’s most famous landmarks, and we are excited to bring this unique skyline into the game.[/p][p][/p][p][/p][p]Another location is Floraplein, an important urban junction that plays a key role in Eindhoven’s road network. This area has been carefully reworked to better reflect its real-world layout and surroundings, helping the city feel more natural and believable as you drive through it during your deliveries.[/p][p][/p][p]This rework also gave us a special opportunity that we are particularly excited to share. While working on Eindhoven, we joined forces with DAF Trucks to bring a recreation of their Eindhoven factory and facility into Euro Truck Simulator 2. As the home of DAF, this location holds enormous significance not only for the city itself but also for truck enthusiasts across Europe and beyond.[/p][p][/p][p]Due to real-world constraints and the need to respect certain boundaries, some parts of the premises could not be documented or recreated in full detail. For this reason, the version you will experience in-game represents a carefully crafted interpretation, created in close cooperation with DAF. Our focus was on conveying the character, energy, and identity of the area, while ensuring that everything which needs to remain private does so.[/p][p][/p][p]Even so, we strongly believe that our players will love the opportunity to visit this area, explore its surroundings, and get a sense of what the DAF facility in Eindhoven feels like within the world of ETS2. [/p][p]We hope you enjoyed this closer look at Eindhoven, and we look forward to sharing more from the Benelux Rework with you in the future. Until next time, be sure to keep up to date with the latest updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter. Safe travels and keep on truckin’![/p][p][dynamiclink][/dynamiclink][/p]

Euro Truck Simulator 2: 1.58 Update Open Beta

[p]We're happy to announce that the Euro Truck Simulator 2 1.58 Open Beta is now available for players to try out and test. If you decide to take part in this Open Beta, we would like to ask you to help us by reporting any issues or bugs you may encounter in the appropriate section of our official forums.[/p][p]Your feedback and reports are really valuable to our team, and we truly appreciate you taking the time to help us in improving the game. Now, let's dive in and see what the 1.58 Open Beta has to offer.
[/p][h3]Driving Academy - Double Trailer Handling[/h3][p]This update will introduce a new module for Driving Academy, called Double Trailer Handling. This time, our team took a deep dive into how we could pass on more hands-on know-how about handling trucks with two trailers, better known as doubles. We've put together a set of challenging scenarios that guide players step by step through forward driving, manoeuvring, and reversing with doubles.[/p][p][/p][p]The experience is split into three chapters, beginning with forward-driving manoeuvres, then easing players into the techniques needed to reverse double trailers. From there, it shifts into more lively, real-world-inspired scenarios where you can really put your newly gained skills to the test.[/p][p][/p][p]Just like in the previous modules of Driving Academy, we have prepared a reward for you! Completing all the scenarios in this chapter will reward you with an adorable wiener dog toy - named Frankie - for your truck cabin, ready to ride along with you. Keep in mind that this reward is tied to the in-game profile you used to complete this chapter. You can read more about the new module here.[/p][p][/p][p]Thanks to your feedback, we've also adjusted an achievement in the second module of Driving Academy, Truck Driving Proficiency. To unlock the "Nerd of the Road" achievement, you now need to obtain three stars in only 15 scenarios instead of 23. This change will be active in the Open Beta, but on Steam, the achievement may still show the previous info until a few days before the official update release. [/p][p][/p][h3]Renault Trucks T Update[/h3][p]This update brings a major refresh to the Renault Trucks T! We are adding two brand-new interiors - Anthracite and Carbon 2024 - featuring a digital dashboard and camera mirrors. Under the hood, the truck can be equipped with two new DE13 Turbo Compound engines: the DE13 TC 440 Euro 6e and DE13 TC 480 Euro 6e.

[/p][p]On the visual side, truckers can enjoy two new Smart Racer paint jobs, as well as a set of facelifted exterior parts for both the base truck and its tuning DLC. These include eight new front grilles with an updated logo, new DE13 front and side badges, and THE BOSS roof grilles, which can now be painted in any custom color.[/p][p][/p][h3]Scania R & S Update[/h3][p]We are adding several new customization options to the Scania R and S, in the base game as well as the Mighty Griffin Tuning Pack! Front bumpers will now be available in three different sizes and also come in three color variants, so you can better match your setup. Bumper lights have been moved to their own locator, and a new fog light type has been added, meaning you can now mix and match them more easily with other front parts.[/p][p][/p][p]We are also adding a new front fender with radars, and you can now change it independently from the steps under the cab. At the rear, you can use a new type of fender cover as well, available in three color variants. The steps themselves have their own locator as well and now include an additional variant, giving you more choice. You can also choose between two new front logo variants, one of which is underlit to add a nice lighting touch to the front.[/p][p][/p][p]On top of that, new roof lights have been added, including a dedicated version for the V8, along with new front mid lights to complete the setup. We hope you will enjoy making your Scania R & S even more unique! [/p][h3]IVECO S-Way 6x2 Update[/h3][p]In this update, we are also expanding the IVECO S-Way with a brand-new 6x2 chassis featuring a steerable and liftable middle axle. Alongside this addition, the entire truck model has received general bug fixes and optimisations. We hope truckers will be happy to have more flexibility when configuring their beautiful S-Way![/p][p] [/p][h3]Map Changes in Preparations for Coaches[/h3][p]As we prepare for the implementation of the Coaches DLC for ETS2, we also need to make several adjustments to the map to accommodate coaches and bus stations. In this update, you may notice a number of smaller changes, such as new signs or road markings, as well as larger modifications. These include newly added areas in selected cities featuring larger bus stations and terminals.[/p][p][/p][h3]Vehicle Behaviour Physics Update[/h3][p]As we prepare the ground for the arrival of new vehicle types through upcoming content for ETS2 and ATS, such as Road Trip and Coaches, we've revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. To make that possible, we had to take a major look "under the hood" and revisit some of the fundamentals of how physics is simulated in our games.[/p][p][/p][p]Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for, but many of the improvements also benefit every vehicle, including the trucks you're already familiar with. The goal throughout all of this has been simple: to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined.[/p][p][/p][p]One of the first areas addressed was throttle response, which is now properly calculated from a throttle torque engine map. Combined with a more realistic level of engine resistance when you're off the throttle, this makes coasting feel more natural and gives cruising a smoother, more believable flow.[/p][p]Beyond engine response, the update also includes mechanical improvements that add extra nuance to how trucks behave on different surfaces. Wheels now camber when going off-road in a way that better reflects how a solid axle suspension behaves, and turning wheels also incorporate caster. These are subtle details, but they contribute to a more authentic feel when the terrain gets uneven or when you move away from perfectly flat roads. The audio you hear whilst driving has also been refined, with turbocharger sounds now reflecting more accurately what the engine is doing, making the overall driving feedback feel more connected.[/p][p][/p][p]Another change that you may notice is that the engine now revs slightly to build up torque before pulling away, and a hill start assistant was introduced to support those situations and make them feel more reliable.[/p][p][/p][p]For keyboard users, a new optional double-tap throttle control system allows smoother control, holding the key applies partial throttle for easier cruising, while double-tapping gives full acceleration when needed. You can read more about this particular topic here.[/p][p][/p][h3]Tutorial Redesign & Contextual Hints[/h3][p]We are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.[/p][p][/p][p]Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road. [/p][p][/p][h3]Route Advisor Redesign[/h3][p]One of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.[/p][p][/p][p]Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.[/p][p][/p][p]This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.[/p][p][/p][h3]Quick Info Feature[/h3][p]The Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.[/p][p][/p][p]As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as Coaches and Road Trip.[/p][p][/p][p]Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience.[/p][p][/p][h3]Truck Configurator Improvements[/h3][p]The Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognize that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.

Rather than a complete redesign, our goal here is to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.[/p][p][/p][p]These changes should make vehicle customization more accessible and enjoyable, whether you're fine-tuning details with a mouse or navigating menus from the comfort of a controller.[/p][p]This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That's why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.[/p][p]All of these improvements are part of our long-term vision for American Truck Simulator and Euro Truck Simulator 2. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable.[/p][p][/p][h3]Management Screen Improvements[/h3][p]The 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what's already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections.[/p][p] [/p][p]One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers' skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.[/p][p]Alongside these refinements, we've also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.[/p][p]All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.[/p][p][/p][p]Changelog 

Gameplay [/p]
  • [p]Driving Academy - Double Trailer Handling[/p]
[p]Vehicles [/p]
  • [p]Renault Trucks T Update[/p]
  • [p]Scania R & S Update[/p]
  • [p]IVECO S-Way 6x2 Update[/p]
  • [p]Vehicle Behaviour Physics Update[/p]
[p]Map [/p]
  • [p]Map Changes in Preparations for Coaches[/p]
[p]UI [/p]
  • [p]Tutorial Redesign & Contextual Hints[/p]
  • [p]Route Advisor Redesign[/p]
  • [p]Quick Info Feature[/p]
  • [p]Truck Configurator Improvements[/p]
  • [p]Management Screen Improvements[/p]
[p]So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.[/p][p]Please check our modding wiki to get details pertaining to mods for the game.[/p][p]If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → Beta Participation drop-down menu → public_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.[/p][p][dynamiclink][/dynamiclink][/p]

1.58 Update: UI & UX Changes

[p]Today, we would like to take a closer look at one of the bigger parts of the upcoming 1.58 update for Euro Truck Simulator 2 - a broad set of User Interface and User Experience changes prepared by our Game Design team.[/p][p][/p][p]This update is another important milestone, as it touches many screens and menus you interact with on a daily basis. Some of these changes are a long-requested refresh, while others are a necessary step forward as we continue to evolve our games and prepare them for future projects we are actively working on.[/p][p]Why These Changes? [/p][p]Over the years, ETS2 has grown enormously. With that growth comes the need to revisit and modernise certain systems. Our goal with the 1.58 update is not only to refresh parts of the UI and UX visually and functionally, but also to create a more flexible and future-proof foundation that can support new features, content, and platforms down the road.[/p][p]We are fully aware that for some players, these changes may feel significant at first. Muscle memory built over hundreds (or thousands!) of hours might need a bit of retraining. However, we strongly believe that in the long run, these improvements will feel more natural, more up to date with modern standards, and more comfortable to use as our games continue to expand.[/p][p]What’s Coming in 1.58? [/p][p]With the 1.58 update, our Game Design team is introducing a substantial package of improvements, including:[/p][p]Tutorial Redesign & Contextual Hints[/p][p]We are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.[/p][p][/p][p]Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road.[/p][p]Route Advisor Redesign[/p][p]One of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.[/p][p][/p][p]Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customised to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.[/p][p][/p][p]This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.[/p][p]Quick Info Feature[/p][p]The Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.[/p][p][/p][p]As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as Coaches and Road Trip.[/p][p][/p][p]Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience.[/p][p]Management Screen - QoL Improvements & Bug Fixes[/p][p]The 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what’s already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections.[/p][p]One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers’ skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.[/p][p][/p][p]Alongside these refinements, we’ve also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.[/p][p]All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.[/p][p]Truck Configurator Improvements[/p][p]The Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognise that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.[/p][p]Rather than a complete redesign, our goal here is to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.[/p][p]These changes should make vehicle customisation more accessible and enjoyable, whether you’re fine-tuning details with a mouse or navigating menus from the comfort of a controller.[/p][p][/p][p]This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That’s why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.[/p][p]All of these improvements are part of our long-term vision for Euro Truck Simulator 2. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable.[/p][p]As always, we look forward to hearing your feedback. Until next time, keep on truckin’![/p]

1.58 Update: Physics & Collisions Changes

[p]As we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. 

[/p][p]To make that possible, we had to take a major look “under the hood” and revisit some of the fundamentals of how physics is simulated in our games. Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for but many of the improvements also benefit every vehicle, including the trucks you’re already familiar with.  [/p][p][/p][p]The goal throughout all of this has been simple, to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined. Pavel Č, one of our programmers here at SCS Software, explained that despite the scale of the work, the goal was always to enhance what players already know and enjoy. “A lot of things under the hood changed, but we tried very hard to make sure that the core truck driving experience is still recognizable, but better,” he shared. 
[/p][p][/p][p]One of the first areas addressed was throttle response, which is now properly calculated from a throttle torque engine map. Combined with a more realistic level of engine resistance when you’re off the throttle, this makes coasting feel more natural and gives cruising a smoother, more believable flow.
[/p][p]Beyond engine response, the update also includes mechanical improvements that add extra nuance to how trucks behave on different surfaces. Wheels now camber when going off-road in a way that better reflects how a solid axle suspension behaves, and turning wheels also incorporate caster. These are subtle details, but they contribute to a more authentic feel when the terrain gets uneven or when you move away from perfectly flat roads. The audio you hear whilst driving has also been refined, with turbocharger sounds now reflecting more accurately what the engine is doing, making the overall driving feedback feel more connected.

[/p][p]Another change that you may notice is that the engine now revs slightly to build up torque before pulling away. Pavel goes onto explain “This helps the truck feel a little more alive when moving off from a stop. However, that improvement also brought challenges in specific scenarios, particularly when starting on inclines, so a hill start assistant was introduced to support those situations and make them feel more reliable.”
[/p][p][/p][p]We've also spent time improving how the game feels for keyboard users, where the throttle control can often be an all-or-nothing experience. "We really wanted to improve the way the throttle behaves with keyboard controls", Pavel said, which led to the development of the double throttle control system. Holding the throttle key now applies partial throttle, allowing for smooth, controlled acceleration and making it easier to settle into a relaxed cruising pace. When you do need more power for situations like overtaking, or climbing a hill, you can "double tap" the throttle key for full acceleration potential. Once you've finished your overtake, or topped the summit of the hill, simply release the throttle key, and press it again to return to a partial throttle state.[/p][p][/p][p]This feature will be turned off by default, meaning vehicles will continue to deliver their full performance as usual. However, you’ll be able to enable it through the settings if you’d like to try a smoother, more relaxed throttle response on a keyboard. Once the 1.58 update arrives, we recommend giving it a go. It may be an option you find especially useful not only for trucking, but also for driving in the future.
[/p][p][/p][p]Preparing the physics simulation for the arrival of smaller vehicles wasn’t simply a matter of tweaking a few values. It required careful attention to a system that has been developed and tuned around trucks for many years, and expanding that simulation beyond its original design. “We had a working physics simulation for trucks that was very in-depth, but extending a simulation outside of its original bounds meant a lot of changes,” Pavel explained.[/p][p][/p][p]We also took the opportunity to revisit another important part of the driving experience in this upcoming update. For American Truck Simulator, we’ve adjusted the collision geometry of almost all roads, and this work has also helped improve the stability of trucks in some specific cases. One example of where you may feel the difference is when entering turning lanes at highway intersections at higher speeds, where handling can now feel more consistent and controlled.[/p][p]
[/p][p]More technically, this comes down to how road curvature was represented in the original triangle-based collision model. As the road roll angle changes, the triangles used to form curves could create a subtle “sawtooth” profile along the center of the road, as the collision faces turned toward each other. This could reduce the friction force applied to the wheels in certain situations, impacting stability and smoothness. With the updated collision model, we now have the opportunity to create smoother road curvature directly within the collision geometry, improving wheel contact and delivering more predictable behaviour on the road.[/p][p][/p][p]The 1.58 update is just the beginning of a wider set of improvements we’re working towards. It marks the starting point for bigger changes we’ll be making in preparation for upcoming content, while also pushing forward the overall quality, realism, and responsiveness of the driving experience for both Euro Truck Simulator 2 and American Truck Simulator. [/p][p][/p][p]As we continue working on the new vehicle types coming to our games, especially for Road Trip, we’re stepping into territory we’ve never had to simulate before. Some of these vehicles can come with levels of power and torque that push our in-game world, assets, code, and physics systems in entirely new ways. [/p][p]
[/p][p]From the very beginning, the plan with Road Trip has never been to compete with racing or hardcore simulation games, but to offer something different, a chance to explore and experience the virtual world we've created from a fresh perspective behind the wheel of iconic vehicles, striking a balance that would keep it enjoyable even for casual players. Because of that, we may prefer to set up a vehicle's performance settings so that the player is not punished too hard for driving errors. We will make choices that fit the limited narrative of the early Road Trip packs, choices which we may revisit later, as the ambition with our Road Trip concept is to evolve it over time. We want to ensure that the driving experience remains believable, stable, and enjoyable.[/p][p]
[/p][p]Our team involved in this project wanted to share a few words with you, our #BestCommunityEver “I would like to encourage all players to try the Open Beta once it is available, and share their feedback to help with further development. Input from our community is an integral part of our daily work, and it’s thanks to you that we can keep improving.”[/p][p][/p][p]We hope you enjoyed reading this blog on and perhaps learned a thing or two about the development of our driving physics. If you did, be sure to leave a comment on our blog. Until next time, keep on truckin’![/p]