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Steam News11 December 20178y ago

Patch Notes v1.0.9 (official)

Dear community, we have now released the v1.0.9 of TransRoad: USA, bringing you a lot of fixes and improvements in performance.

Full notes

Full TransRoad: USA update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions5 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Fixes
changedDear community, we have now released the v1.0.9 of TransRoad: USA, bringing you a lot of fixes and improvements in performance. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improved and posting them here in the forum. The performance has made a good step forward, and we were able to find a good amount of stuck trucks and stuck contract bugs. We will continue to release public test version builds where you can participate in testing, if you want to. For the campaign, savegames from v1.0.7 and from v1.0.8 are not compatible to the official v1.0.9, due to changes we made to the quest chain. To prevent unexpected follow up issues and for the best experience, we recommend to start a new campaign if you did not participate in the v1.0.9 beta branches. Patch Notes v1.0.9 (official) Crashes:
changedWe identified the source of a crash that happened sometimes when zooming in onto a city. This was caused by too many truck motor sounds becoming active. We refined the activation and the amount of truck motor sounds.
changedPerformance:
addedWe improved a lot of function calls and data management issues. This reduces the amount and intensity of lags during the game. It includes the moment when an autosave is triggered, when you create your company, when trucks finish a contract or refuel, or when new contracts are generated, for example.
addedWe improved the overall performance and minimized lags during the game. We removed unnecessary raycasts of user interface elements. We removed unnecessary mesh colliders, for example on the highway intersections. We reduced the resolution of the terrain collider, needed for the camera. We added static batching for some 3D models. We reduced draw calls on the animated flags. We cleaned up the roadnetwork system, containing too many game objects. We reduced raycast lengths of trucks, NPC cars and farming machines. We improved the map marker positioning that avoids overlaps (for the city signs, purple clients, truck shops and depots). We disabled animator components of inactive objects, which still caused some overhead. We warmed up all shaders when the game is loading.
changedPlease consider switching off VSync in the options menu for higher performance. This may have a very noticeable effect on your FPS. Turning down the amount of NPC cars in the options menu may improve your performance as well. In the options menu, click on “Quality: custom” and then move the slider to the left. Contracts & Trucks:

TransRoad: USA changes

changedDear community, we have now released the v1.0.9 of TransRoad: USA, bringing you a lot of fixes and improvements in performance. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improved and posting them here in the forum. The performance has made a good step forward, and we were able to find a good amount of stuck trucks and stuck contract bugs. We will continue to release public test version builds where you can participate in testing, if you want to. For the campaign, savegames from v1.0.7 and from v1.0.8 are not compatible to the official v1.0.9, due to changes we made to the quest chain. To prevent unexpected follow up issues and for the best experience, we recommend to start a new campaign if you did not participate in the v1.0.9 beta branches. Patch Notes v1.0.9 (official) Crashes:
changedWe identified the source of a crash that happened sometimes when zooming in onto a city. This was caused by too many truck motor sounds becoming active. We refined the activation and the amount of truck motor sounds.
changedPerformance:
addedWe improved a lot of function calls and data management issues. This reduces the amount and intensity of lags during the game. It includes the moment when an autosave is triggered, when you create your company, when trucks finish a contract or refuel, or when new contracts are generated, for example.
addedWe improved the overall performance and minimized lags during the game. We removed unnecessary raycasts of user interface elements. We removed unnecessary mesh colliders, for example on the highway intersections. We reduced the resolution of the terrain collider, needed for the camera. We added static batching for some 3D models. We reduced draw calls on the animated flags. We cleaned up the roadnetwork system, containing too many game objects. We reduced raycast lengths of trucks, NPC cars and farming machines. We improved the map marker positioning that avoids overlaps (for the city signs, purple clients, truck shops and depots). We disabled animator components of inactive objects, which still caused some overhead. We warmed up all shaders when the game is loading.

Dear community, we have now released the v1.0.9 of TransRoad: USA, bringing you a lot of fixes and improvements in performance. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improved and posting them here in the forum. The performance has made a good step forward, and we were able to find a good amount of stuck trucks and stuck contract bugs. We will continue to release public test version builds where you can participate in testing, if you want to. For the campaign, savegames from v1.0.7 and from v1.0.8 are not compatible to the official v1.0.9, due to changes we made to the quest chain. To prevent unexpected follow up issues and for the best experience, we recommend to start a new campaign if you did not participate in the v1.0.9 beta branches. Patch Notes v1.0.9 (official) Crashes:

  • We identified the source of a crash that happened sometimes when zooming in onto a city. This was caused by too many truck motor sounds becoming active. We refined the activation and the amount of truck motor sounds.

Performance:

  • We improved a lot of function calls and data management issues. This reduces the amount and intensity of lags during the game. It includes the moment when an autosave is triggered, when you create your company, when trucks finish a contract or refuel, or when new contracts are generated, for example.

  • We improved the overall performance and minimized lags during the game.

    • We removed unnecessary raycasts of user interface elements.

    • We removed unnecessary mesh colliders, for example on the highway intersections.

    • We reduced the resolution of the terrain collider, needed for the camera.

    • We added static batching for some 3D models.

    • We reduced draw calls on the animated flags.

    • We cleaned up the roadnetwork system, containing too many game objects.

    • We reduced raycast lengths of trucks, NPC cars and farming machines.

    • We improved the map marker positioning that avoids overlaps (for the city signs, purple clients, truck shops and depots).

    • We disabled animator components of inactive objects, which still caused some overhead.

    • We warmed up all shaders when the game is loading.

Please consider switching off VSync in the options menu for higher performance. This may have a very noticeable effect on your FPS. Turning down the amount of NPC cars in the options menu may improve your performance as well.

In the options menu, click on “Quality

custom” and then move the slider to the left.

Contracts & Trucks

  • Contracts in the contract list were sometimes marked as “does not fit the currently selected schedule” with a yellow warning sign, although a fitting schedule is selected, and vice versa. This has been fixed.

  • When a truck goes into maintenance and the truck’s current contract is finished by other trucks, the maintenance truck did not leave maintenance correctly. This has been fixed.

  • In some cases, trucks would not go to the correct next contract in the schedule, but skipping one contract. This has been fixed.

    • There is still an issue with the same behaviour regarding recurring contracts - this is not yet fixed.

  • Trucks that were just taken over from a competitor and have not yet returned to a depot now don’t get controlled by the police for their license or the company’s trailer concession.

  • Taking over trucks caused their player ID not to be updated every time, so you might not be

Source

Steam News / 11 December 2017

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