Euro Truck Simulator 2

Euro Truck Simulator 2

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dinSheldon Jan 28, 2021 @ 5:42pm
The driver has not found a job and has returned empty-handed.
The driver has not found a job and has returned empty-handed.
Neither have you billed the outbound journey? This situation occurs too frequently. What does it depend on? What should the player do to decrease it? Turns out the last three travel notifications were of this style. In one I lost 4,800; in another 6,200 and in the last 4,300. How serious it is for drivers who do not bill more than 1,200 U $ S per day. What? Has something broken?
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Showing 1-15 of 15 comments
xFetusx Jan 28, 2021 @ 5:48pm 
lol, nothing is broken . It is exactly what was told to you , there were no Jobs . Change the drivers "prefered choice" if you will . They are set up to look for certain types of jobs . Change it . If you google it and take 2 mins to read a few Other posts here you will get all the information you need .
Ryu Jan 28, 2021 @ 6:19pm 
Micro-managing your dirvers' skill progression won't change what jobs they take; that's done by random selection based on what they are able to take. And the returning empty is a minimum 10% chance regardless. Even once your driver is maxed out at a 10.0 rating, they will still return home empty every so often.
madman Jan 28, 2021 @ 6:31pm 
First thing you should understand, your hired drivers don't find jobs as you usually do. They start to find a job at the city of their home garage. When arrived at the destination city, they'll always looking a job designated to their home garage's city. If none available, they'll go home empty handed.
dinSheldon Jan 28, 2021 @ 9:55pm 
Originally posted by madman:
First thing you should understand, your hired drivers don't find jobs as you usually do. They start to find a job at the city of their home garage. When arrived at the destination city, they'll always looking a job designated to their home garage's city. If none available, they'll go home empty handed.

I understand that it works like this, it is easy to assume.
dinSheldon Jan 28, 2021 @ 9:55pm 
Originally posted by ~{DCMT}~ Ryu:
Micro-managing your dirvers' skill progression won't change what jobs they take; that's done by random selection based on what they are able to take. And the returning empty is a minimum 10% chance regardless. Even once your driver is maxed out at a 10.0 rating, they will still return home empty every so often.

Gracias por responder. :)

I read somewhere that the AI ignores the horsepower of the trucks in service to determine what type of load it will assign them. Is this real? I explain myself better. Even though all my trucks are rated at 320hp, they will be loaded with heavy loads.
Last edited by dinSheldon; Jan 28, 2021 @ 10:00pm
mojo_musica Jan 29, 2021 @ 7:47am 
Originally posted by Heewet:
Originally posted by ~{DCMT}~ Ryu:
Micro-managing your dirvers' skill progression won't change what jobs they take; that's done by random selection based on what they are able to take. And the returning empty is a minimum 10% chance regardless. Even once your driver is maxed out at a 10.0 rating, they will still return home empty every so often.

Gracias por responder. :)

I read somewhere that the AI ignores the horsepower of the trucks in service to determine what type of load it will assign them. Is this real? I explain myself better. Even though all my trucks are rated at 320hp, they will be loaded with heavy loads.

Every truck you can buy or quick-drive can pull every load. They might not all be very good at it, but they can all pull everything. Same goes for all hired drivers, no matter what truck they have, they will get all loads available. Return job failures are hard-coded into the game.
dinSheldon Jan 30, 2021 @ 9:42am 
:) oK. It would be more real if chauffeured trucks were limited to capacity. It would force the player to have to invest in a more powerful fleet. Thanks for answering.
Wolfgang Jan 30, 2021 @ 9:48am 
Originally posted by Heewet:
:) oK. It would be more real if chauffeured trucks were limited to capacity. It would force the player to have to invest in a more powerful fleet. Thanks for answering.
You can do that and it is said that your drivers will earn more with a better truck. But I don't know if this is really true and I suspect that if it is, the increase in the earnings is too small to be noticable over the normal fluctuations of income of your hired drivers.
The Pitts Jan 31, 2021 @ 4:07am 
Arguably limiting your hired hands wouldn't make much difference anyway because they rarely take such loads. An analysis of my ETS2 saves since the release of v1.38 (ie. this is current data) shows just 320 jobs out of 6,322 total (ie. roughly 5%) were for cargoes from any of the add-on DLCs (which account for the vast majority of heavy cargoes - and I'm not sure that the saved games contain sufficient information for me to determine whether they are hauling other types of heavy loads, like doubles/HCT for some cargoes).

Interestingly (at least to me) almost all of those were accounted for by a single cargo - the Driller - D-50 being involved in 261 of those 320. This makes absolutely no sense to me - when I started this exercise I expected to be able to say that your employees never hauled cargo from the DLCs (which was true at one time, certainly in relation to the Heavy Cargo Pack) - because why would they take that one in such numbers and not others from the High Power Cargo Pack?

FWIW here are the full numbers from those 6,322 journeys involving one of the cargo DLCs:

High Power
0 Air Conditioners 16 Crawler Tractor 261 Driller - D-50 1 Gas Pipeline Parts 1 Helicopter - 1808TX 3 Roller - DYNA CC-2200 7 Tracks 20 Yacht

Heavy
1 Asphalt Miller - AM 0880 9 Concrete Beams 0 Dozer Crawl - Z35K 0 Industrial Cable Reel 0 Locomotive - Vossloh G6 0 Metal Centring 1 Mobile Crane - Rex-Tex 45 0 Transformer - PK900
(NOTE that the Concrete Beams figure is probably poisoned by the fact that there is more than one cargo with that display name so it could be anything from 0 to 9)

Special Transport: none, unsurprisingly
Wille Wilse Jan 31, 2021 @ 4:26am 
Originally posted by Wolfgang:
Originally posted by Heewet:
:) oK. It would be more real if chauffeured trucks were limited to capacity. It would force the player to have to invest in a more powerful fleet. Thanks for answering.
You can do that and it is said that your drivers will earn more with a better truck. But I don't know if this is really true and I suspect that if it is, the increase in the earnings is too small to be noticable over the normal fluctuations of income of your hired drivers.
It is true since patch 1.22 See under "Code" in the patch notes. It is though, as you suspected, barely if at all noticable. https://eurotrucksimulator2.com/update/ets2_1_22_patchnotes.html
crazy rocker Jan 31, 2021 @ 8:50am 
ur hired drivers will only look for jobs to take them back to the city the garage they r assigned too is in from the city they dropped off in. if no jobs they return empty and u get the bill for fuel and maint costs.

U might see that urself that its rare u find a job taking u back to ur own HQ or even close to it. hired drivers have the same prob but unlike u they wont take jobs that dont take them back home.

Ive seen my drivers do a job then had to pay more to get them back home than they earnt from the outward trip. IE they earnt £699 for a job but cost me £1699 to return empty. sometimes they find return jobs sometimes they dont. its down to luck lol.

Better chance of them finding a return job if their based in a countries capital city. if thier in a remote small city the chances of a return job is slim.
Sandhill Jan 31, 2021 @ 10:00am 
Originally posted by crazy rocker:
sometimes they find return jobs sometimes they dont. its down to luck lol.
Better chance of them finding a return job if their based in a countries capital city. if thier in a remote small city the chances of a return job is slim.
But the luck is always the same. A 10% chance (with some small variation related to driver rating) of returning empty regardless of where they are based.
Yeah, the system behind "employee jobs" is a pretty simple one... Mainly because it was just added as a liitle something in the background... The focus of the game was always on YOU delivering stuff, the rest is little more than cosmetic... It was never meant to be a complex economy system or a tycoon style metagame...

who knows, that might change at some point..
Last edited by Jackrabbit_V6/ RSProduxx; Jan 31, 2021 @ 10:31am
dinSheldon Feb 2, 2021 @ 12:37pm 
Originally posted by Jackrabbit_V6/ RSProduxx:
Yeah, the system behind "employee jobs" is a pretty simple one... Mainly because it was just added as a liitle something in the background... The focus of the game was always on YOU delivering stuff, the rest is little more than cosmetic... It was never meant to be a complex economy system or a tycoon style metagame...

who knows, that might change at some point..

Understandable from the central game optics. As a secondary factor, economics adds the flavor of "progress" and removes the player from the tedium of only going here and there. The expectation of expanding the garage and the fleet; the one to improve the truck, etc., is linked to the economic and really gives life to the game.
dinSheldon Feb 2, 2021 @ 12:39pm 
Originally posted by The Pitts:
Arguably limiting your hired hands wouldn't make much difference anyway because they rarely take such loads. An analysis of my ETS2 saves since the release of v1.38 (ie. this is current data) shows just 320 jobs out of 6,322 total (ie. roughly 5%) were for cargoes from any of the add-on DLCs (which account for the vast majority of heavy cargoes - and I'm not sure that the saved games contain sufficient information for me to determine whether they are hauling other types of heavy loads, like doubles/HCT for some cargoes).

Interestingly (at least to me) almost all of those were accounted for by a single cargo - the Driller - D-50 being involved in 261 of those 320. This makes absolutely no sense to me - when I started this exercise I expected to be able to say that your employees never hauled cargo from the DLCs (which was true at one time, certainly in relation to the Heavy Cargo Pack) - because why would they take that one in such numbers and not others from the High Power Cargo Pack?

FWIW here are the full numbers from those 6,322 journeys involving one of the cargo DLCs:

High Power
0 Air Conditioners 16 Crawler Tractor 261 Driller - D-50 1 Gas Pipeline Parts 1 Helicopter - 1808TX 3 Roller - DYNA CC-2200 7 Tracks 20 Yacht

Heavy
1 Asphalt Miller - AM 0880 9 Concrete Beams 0 Dozer Crawl - Z35K 0 Industrial Cable Reel 0 Locomotive - Vossloh G6 0 Metal Centring 1 Mobile Crane - Rex-Tex 45 0 Transformer - PK900
(NOTE that the Concrete Beams figure is probably poisoned by the fact that there is more than one cargo with that display name so it could be anything from 0 to 9)

Special Transport: none, unsurprisingly

Buen trabajo amigo.
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Date Posted: Jan 28, 2021 @ 5:42pm
Posts: 15