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报告翻译问题






Wow I am behind! I'm missing the T680 and didn't even know it.
Thank you!
I'm working on a mod for all vanilla trucks engines to do the same. So far I got the transformer on a 9 axle lowboy with a 500 CAT to take off on a steep on ramp. Total weight is 178,875.
And you cannot dump the clutch in gear to take off at any weight. Even in LL bobtail will kill the engine if you do. Total power output remains the same too.
I have the 500 done to move that max weight. Now I gonna grind numbers and test each range up from there to do a little more weight for each.
550 to do it with about 210,000
600 240,000 which seems to be the heaviest of all the vanilla freight.
625 will do it a little better. It is "king of the hill after all".
This is a lot of work.
It is however coming up as incompatible.
Thank you for the effort you put into this!
Notice this mod won't affect engines brought in by mods.
It took me a while but thanks to the parent project I could wrap up the SCS file reader for this version 2 format. Hope they keep this SCS file format for a loong time :)
I still have 1.49.3.8, and steam offers no update. Still, I don't expect a minor release to break the mod. I'll keep an eye open to see if new update comes from steam in the next days.
The version filter in the 1.0.4 version is "latest", that is, whatever is the latest version, it will be the chosen one.
Anyway, just uploaded a new update to latest ATS, now supporting the new truck. More info in changelog.
Had to remove it because someone else doesn't play with mods.
Yes, it works great in MP.
I too don't want to play this game (with a clutch) without this mod. But I still hope SCS would take some time to properly model clutch in the game ... one day. :B
I tried a MP Convoy, and had to remove this mod. It nearly killed me in frustration without it.
I can deal without any mods, but this one.
AGAIN GREAT MOD!
I wouldn't get to caught up in making this work with everything. That would drive you crazy, with all the possible mod options out there.
I just want to make sure I cleared up any misunderstanding for anyone reading this.
I can say that the curve that is in it, for the clutch to grab, is working with frkn64's Real Truck Physics, as well as kriechbaum's, and Ruda's engines.
This curve is very evident even without changing the deadzone or range on the clutch in settings.
This immediately felt much more real to me.
I can't say it changes any torque value in the engines from those two modders though (haven't bothered to test it). It does help immensely with torque in default engines.
The only trucks I have driven so far are the default W900, K100 by OF, and a 352 rework by CyrusTV. This mod works for that curve in all three.
The only thing is the sticky brakes effect when a truck spawns in. Tap the throttle to get rid of that effect.
For Fede.Black.Beast's question, if you use Zeemods engines, this mod won't help you at all, as it only and only affects torque curves at low RPM for base game engines (down to engines released June 2023 for the base game + free truck DLCs). This mod replaces every base game engine's settings file with a procedurally-settled range of values (there's a tool to create updated versions of this mod, see the description for details, but that's probably more for the tech-savvy audience).
About the frkn64 mod, I don't know it, but it probably fiddles with general truck physics which shouldn't (at first) conflict with this one. Actually it potentially complements if it employs a more realistic flywheel weight and clutch viscosity to the trucks. The stuck brake issue could very well be coming from the frkn64 physics settings triggering some kind of edge case the base game avoids with its default settings; I don't really see how this (Clutch fix) mod would introduce such an issue. I don't remember triggering an issue like that while playing.
Its been my experience that about 1850 ft/lbs of torque is the minimum you want from SCS engines.
I also had trouble with this issue. This mod helped immensely. Be sure to read my comments below. There is another torque boost mod out there, that is recent, but I haven't tried it. This one actually feels like a real truck. As he explains in his description he changed the curve of the input. Its hard to pass up.
I can't speak for Zee Mods engines yet. I use kriechbaum's so far. It seems to work with them.
Even the slightest dead zone in your clutch input is really gonna give you hassle. So make sure you have zero in it.
Hope this helps.
I feel that it is a specific problem of clutch configuration within the base game. With this mod I will be able to solve those failures?
This doesn't seem to effect the torque on any modded trucks or engines. But it does seem to apply the redesigned clutch mechanic mechanic on all vehicles. This is way more realistic than the vanilla, and much more user friendly!