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. For this version we replaced this with explicit visibility flags specified in the accessories (see Accessory hiding). If you created a new accessory or modified .sii file of existing one, you need to apply the corresponding flags, usually 0x1E00.
It is now possible to explicitly hide addon accessories (accessory_addon_data) during specific rendering (e.g. specific mirror, shadows, reflections) if it would be obstructed by some geometry or have negligeable effect. This is done using a new hide_in attribute. The proper value for that attribute can be calculated using the calculator bellow. There are specific limitations:
Main View | |
Reflection Cube | |
Close Mirror | |
Far Mirror | |
Side Mirror | |
Front Mirror | |
Shadows | |
Rain reflection | |
hide_in: | 0x0 |
There was added optional structure that could display string for given gear. Short strings (up to 3 letters) are generally encouraged because not all truck dashboard may fit longer ones.
Names are added per transmission basis into standard definition in the /def/vehicle/truck/<truck_name>/transmission/<transmission_name>.sii. Gearbox can have new attribute transmission_names and its value is link to structure containing the names.
If the structure does not contain names for all possible gears default names (N, R, Dx) will be used.
Example of defining transmission names:
SiiNunit { accessory_transmission_data : 12_speed.scania.r.transmission { transmission_names: .names } transmission_names : .names { neutral: "N0" forward[0]: "C" forward[1]: "1L" forward[2]: "1H" forward[3]: "2L" forward[4]: "2H" reverse[0]: "R" } }
The batch renaming feature now also supports replacement of prefab_looks and prefab_variants using new prefab_look and prefab_variant string arrays. The format of the string is following: "object_identification|new_value" where new_value is name of look or variant to set. The object_identification might be either just the name of the prefab (e.g. "322" for "prefab.322") to replace look/variant for any prefab of that name or name combined with old value (e.g. "322-foo") to replace the look/variant on prefabs of that name which currently have the specified value ( warning the replacement arrays are processed in order so the rule specified latter will see and might react to changes done by rule specified earlier).
It is now possible to specify "all sectors" by setting the sectors attribute to single entry containing "*".
Simulation of AI vehicle acceleration has been improved. Acceleration is now influenced by:
NOTE: this topic concerns both AI vehicles and player vehicle