With the 1.54 update for ETS2 and ATS, developers are introducing a new cargo system. Previously, each cargo and trailer combination was stored as a separate model, but the new system automatically matches cargo with compatible trailers, providing a more flexible and efficient structure. This change will speed up development, increase in-game variety, and offer a more realistic transportation experience.
Under The Hood: Cargo System Redefined
Today, we are happy to take you for another look Under the Hood! This time, we bring you an interview with some of the members of our team who are working on the new cargo system for both ETS2 and ATS in the upcoming 1.54 update. So without further delay, we'll let the experts explain what this new system is all about and take you behind the scenes of their work!
As our games continue to expand, the number of cargo types and trailers has grown significantly, making the old system increasingly difficult to manage. To understand why a change was necessary, it helps to look at how the previous system worked.
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.
Programmer Simon, also known as 50keda, who worked on this task from the very beginning, explains this in more depth.
"In our world, every cargo must be attached to a trailer in some way. The way cargo is visually linked to the trailer, including the chosen model for loading, is part of what we call the cargo system. This system manages how visual models of cargo are connected to the appropriate trailers, playing a role in the broader economy. As our projects expanded, the number of cargo and trailers increased to the point where the older approach became unsustainable. Managing the growing combinations of trailers and cargo became overwhelming, leading to longer release times and affecting the order in which new cargo and trailers could be integrated," he shares with us.
Smety, our Senior Vehicle Artist explains that this issue has been a growing problem for some time and needed solving. "Things were getting complicated with the arrival of new cargo and a lot of new branded trailers to the game. Each cargo was attached to all trailers of that type, meaning if we had 3 flatbeds, we also needed 3 specific cargo models - and every cargo variant usually has two or three visuals. Plus, we have branded trailers so the combinations were reaching huge numbers. I had the task of reworking the trailers."
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Source: Scs Blog
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