

values of 'gearbox' (set per-vehicle in base/def/vehicle/ai/*.sii").equivalent of 'torque' attribute set in truck engine accessory.value of ' engine_torque' (set per-vehicle in base/def/vehicle/ai/*.sii").in case of trucks also the trailer mass and cargo mass are taken into account.value of ' vehicle_mass' attribute (set per-vehicle in base/def/vehicle/ai/*.sii").whether the vehicle drives uphill/downhill.Simulation of AI vehicle acceleration has been improved. If the structure does not contain names for all possible gears default names (N, R, Dx) will be used.Īccessory_transmission_data : 12_.transmission Gearbox can have new attribute transmission_names and its value is link to structure containing the names. Names are added per transmission basis into standard definition in the /def/vehicle/truck//transmission/.sii. Short strings (up to 3 letters) are generally encouraged because not all truck dashboard may fit longer ones. There was added optional structure that could display string for given gear. Previously there was special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. the mirrors itself) MUST be marked as not visible in the mirrors. Accessories whose model references textures containing the mirror reflection (e.g.

That might cause issues on multi-monitor systems.

For this version we replaced this with explicit visibility flags specified in the accessories (see Accessory hiding). Previously the game did automatically hide the mirror accessories from the truck when rendering the reflection texture to avoid incorrect use of the rendering API.
#Euro truck simulator 2 mods no speed limit Patch
Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches.
#Euro truck simulator 2 mods no speed limit mod
When basing you model on the original ones, add to your mod also ALL original /automat/ files used by it./prefab/fork_temp/hw_exit_joint_narrow_tmpl.

/prefab/fork_temp/exit_road_joint_short_mirrored_tmpl./prefab/fork_temp/exit_road_joint_short_tmpl./prefab/fork_temp/hw2-hw2_exit_mirrored_tmpl./prefab/fork_temp/hw2_exit_joint_mirrored_tmpl./prefab/fork_temp/hw2_one_way_joint_mirrored_tmpl./prefab/fork_temp/exit_road_joint_mirrored_tmpl.Please avoid using them until then to avoid compatibility issues. The following prefab and node templates have incorrect node positions in 1.11 and will be fixed in some future patch.
