In this update3
Full notes
Full Euro Truck Simulator 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Store
- UI and audio
Today, we are excited to reveal that the 1.54 Open Beta branch for Euro Truck Simulator 2 is now available to try and test out. If you plan on participating in this Open Beta, we ask that you please help us by reporting any bugs you may encounter in the appropriate section(s) of our official forums.
Your feedback and reports are truly valuable to our team and we thank you in advance for taking the time to help us out. Now, without further ado, let's take a look at what the 1.54 Open Beta has in store.
Cargo System Redefined
Until now, what seemed like the game combining a trailer with cargo, such as a piece of machinery, was actually a manually created model, with each trailer-cargo pair stored separately on disk. This approach required an enormous number of unique models, making it harder to add new content efficiently and taking up disk space.
In the redefined cargo system, the code automatically merges cargo and trailers based on simplified rules. This means that each cargo will define its own model, loading methodology, and lashing method. This will make the work of our vehicle team much easier as it no longer requires our 3D artists to manually create pre-baked trailer-cargo pairs.
While there may be issues in the first iteration, it's a worthwhile goal to refine the system, as it not only improves efficiency but also saves disk space and memory by eliminating the need to store countless pre-made combinations. This project may also lead to other possibilities for both of our games, especially with dynamic cargo (un)loading and more. You can read about how this project was executed in our recent Under the Hood blog.
Truck Adjustment Menu Redesign
The Truck Adjustment Menu has been completely redesigned to provide a more user-friendly experience. Previously, each option for adjusting your driver's FOV, seat, mirrors etc had separate menus with different layouts. Now, they share a cohesive interface, making adjustments much more intuitive and easier. The new design also takes on a similar design from our previous UI overhaul and is optimized for both a mouse and a controller, ensuring accessibility for all users.
For keyboard and mouse users, adjustments are now more streamlined with the use of the WASD keys for navigation, along with sliders and buttons for finer tuning. Meanwhile, controller users will find the new system much smoother, with the left stick controlling adjustments, the right stick handling camera movement for mirror positioning, and the D-pad or shoulder buttons navigating the menu.
The addition of shoulder button support makes menu navigation more fluid for controller players. This update makes adjusting mirrors and seats much easier, particularly for those using controllers, ensuring a more seamless and enjoyable driving experience. Accessing the Truck Adjustment Menu remains the same. You can use the F4 by default, a custom-assigned key of your choice, or through the adviser services menu.
We hope you enjoy this redesign, and that you find it easy to use and navigate through. If you have any feedback, we'd love to hear from you. You can share your comments and ideas through our official forum.
PhysX System Implementation
As part of the 1.54 Open Beta, we are adopting the NVIDIA PhysX physics engine as an alternative to our current Bullet physics engine for low-level simulation of physics in the game world that players interact with. This shift allows players to experience more precise collision detection results and more robust behaviour during scenarios involving collisions
Source
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