Euro Truck Simulator 2

Euro Truck Simulator 2

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engine mod help

i would like someone to schck this mod out to see what i am doing worng
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Showing 1-15 of 24 comments
zbobg Feb 25, 2014 @ 10:07pm 
You have an extra folder ("/volvo/"):

It should be:

In the engine text you have specified grid_01 but have supplied grid_02.

In the grid_xx files you need to include a "suitable_for[]: YOUR engine name" line from the engine def file engine name line:
"accessory_engine_data :",
your engine name is "".

If you use the badge file in the engine def file you must include a badge folder/badge file with a "suitable_for[]: YOUR engine name" line.

It probably best practice to name your two grid files and your badge file with unique names and use that name to reference the files in the engine def file (rather than simply copying the stock named files). Be careful about making too long names.

Since you are only going to use the two grid files and the badge file with this engine, you only need one "suitable_for[]: YOUR engine name" line in each of the files, but only do this if you have given the files unique names.
Last edited by zbobg; Feb 26, 2014 @ 12:52am
[RPPK] hankberube Feb 26, 2014 @ 4:01am 
but i dont really think the name reaaly matters. because i saw a vid with a guy called JVs tuens engine and it worked
GBBEME Feb 26, 2014 @ 5:30am 
It's a pretty detailed explanation of your mistakes. Sounds to me like zbobg knows of what he speaks. Try not to alienate those who take the time to try and help you. IMO
[RPPK] hankberube Feb 26, 2014 @ 11:22am 
i am not tring to alinate anyone. i still pertty new to making mods
[RPPK] hankberube Feb 26, 2014 @ 11:52am 
is there a newer vid that shows me how to mod an engine. i am better if i can watch it then read it. if its not step by step formart
zbobg Feb 26, 2014 @ 1:05pm 
The reason to use unique filenames is to prevent file conflicts and possible overrides of other Mods.

This engine Mod adds a completely separate engine that is not dependent on any other part of the game. There is no reason not to use unique filenames.

Here is my Mod that provides a 1010 HP engine for all the stock trucks including the Iveco Highway, the Scania Streamline and the new Volvo. You may modify these files as you like and anyone may republish this Mod with any modifications. This Mod uses the chrome grill, if you like the black grill better it's simple to replace grid_01 with grid_02 in the appropriate places. Or you could extend the Mod by providing two engines for each truck one with each grill.

By the way, I take no offense when someone is asking reasonable questions just trying to learn how to do something or when making reasonable criticism or when disagreeing with my personal style.
Last edited by zbobg; Feb 26, 2014 @ 1:13pm
[RPPK] hankberube Feb 26, 2014 @ 1:11pm 
thanks i think i can get it by looking at ur mod
zbobg Feb 26, 2014 @ 1:15pm 
You're welcome, it's my pleasure to be able to help. Note that I edited the post above with some additional hints.
[RPPK] hankberube Feb 26, 2014 @ 2:35pm 
new try also please add me for future help if you want
Last edited by [RPPK] hankberube; Feb 26, 2014 @ 2:43pm
zbobg Feb 26, 2014 @ 5:06pm 
You misspelled the folder named "s_equip" as "s_quip". I must have looked at that a dozen times and did not see it!

You need to fix all "suitable_for[]: whatever" lines.

It should be this -> suitable_for[]: ""
not what is in your files, not two engine names on one line.

You need ONLY one "suitable_for[]: whatever" line in each file, it should refer to your engine name (as above). Multiple "suitable_for[]: whatever" lines are only used when that accessory can be applied to more than one base object. Since the uniquely named grid_xx files and badge file are ONLY used by your uniquely named engine there is no need for multiple references.

If you were to extend this Mod with additional engines (like a 1000HP, 1500HP, 2000HP and so on) then you would have multiple "suitable_for[]: whatever" lines.

I cleaned up the engine file (removing extra blank lines and inserting appropriate tabs), fixed the folder misspelling and made an .scs which worked fine in my ETS2.

Why did you choose 7000 torque? That seems like too much and is not realistic for a 900 HP engine. But you can do as you like, the only value that matters is that torque value in the engine file.

Torque vs HP:
These two numbers are fed into a formula -- torque times RPM divided by 5,252 -- to arrive at horsepower. This is an approximate value, in reality there is no formulaic relationship.

Measure at 1000 RPM:
HP = T * 1000 / 5252
T = HP * 5252 / 1000

So for 900 HP:
T = 900 * 5.252 = 4727
Last edited by zbobg; Feb 26, 2014 @ 5:20pm
[RPPK] hankberube Feb 27, 2014 @ 10:16am 
why is this engine i want to make so dan hard
[RPPK] hankberube Feb 27, 2014 @ 10:27am 
my mod works now but its missing the grill how do i fix this

[RPPK] hankberube Feb 27, 2014 @ 11:35am 
here'a the working mod but bissing the grill

ho zbobg do you get one once a day. and do you get on at night time
Last edited by [RPPK] hankberube; Feb 27, 2014 @ 11:39am
zbobg Feb 27, 2014 @ 12:19pm 
Wrong filenames given for badge, c_equip and s_equip files in engine file.

Missing quotes in c_equip file.

If you intended the black grill you given the wrong .pmd filename.

I am at GMT -8 (S. California), I'm usually on the internetz in the evening. I look at this forum only occasionally.

Here is the previous Mod fixed:

You may want to change the price, unlock and torque in the engine file.

I did not want to just fix the file because it helps you to learn how to do it yourself. But... Here it is, enjoy. Compare the fixed file with what you have. This particular Mod (the 900 one) originally was VERY close to being correct and complete, needed just a couple of corrections. You can change the name of the Mod itself anytime you like.

A clarification:
Unique filenames in a Mod are important when they can be used because it prevents you from overwriting other Mods and it prevents other Mods from overwriting your Mod. In some cases SCS has provided a mechanism for adding to existing data rather than overwriting or creating entirely new data.You learn this mostly through SCS documentation, sometimes documented in the files themselves and by examining other author's work.
Last edited by zbobg; Feb 27, 2014 @ 12:32pm
[RPPK] hankberube Feb 27, 2014 @ 4:21pm 
thank u did not realzie i for got that last 3 lines in the engine.sii file
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Date Posted: Feb 25, 2014 @ 4:42pm
Posts: 24