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But they didn't, really. But you can't tell because you're looking down from hundreds and thousands of feet up. No detail other than satellite image needed. A far different thing than creating the entire real world in 3D at ground level. ;)
NASA" Ring ring.... Hello this is NASA, how can I help you.
ME: Oh Hello, I am wondering if I could borrow Pleiades Supercomputer for the weekend?
NASA: What for?
Me: To play ETS 2 1:1 Europe map.
NASA: Hangs up......
It is imaginable that in a few years from now we don't even need maps for simulators. There'll be Google APIs that could make it possible, as they will have a complete model of the world. Everything is being digitized.
With the existing Google API(which can be licensed for game use, you can already get lane counts, whether they're turn lanes or not, which intersections have yield/stop signs/lights, what the speed limit is, etc. Combine that with a tool that generates a road prefab based on that data, and you have a semi-automatic world builder. It might not be visually realistic, but the layout would be good. Crowd-source the decorating like you would for Google Maps business information, and you'll get a pretty decent world for driving.
Not really. You can store FS map data and this is nothing new. You was able to use google tiles as scenery back in the FSX days. My X-Plane 10 had a 4.5TB installation just for the tiles. In the new MSFS you can cache offline not only bing maps, you can also store google earth tiles as map, completely offline, you just have to download everything once OFC.
The problem is not the map, the problem are the objects. The problem is render every building accordingly.
There are several explanations why a 1:1 map is not viable:
1 - Huge I mean HUGE resources will be needed to render a game like that;
2 - The fact that you actually have to spend a lot of money as developer to bring "the city" to the game, that means... you will need to visit every city and take thousands and thousands of pics and information about roads, traffic lights, traffic signals and so on. Even a single city like Lisbon or Paris can take years to develop.
3 - Even if you pull this regardless the 1 and 2, you still need to spend a lot of money to keep those cities updated.
Now, the "option" to this is develop only a small country with the 1:1 scale only for the road extension - and THIS you can do in ATS and ETS2. A good team can model Portugal per example (which is not a big country) and add the cities if they keep the same size of ETS2s cities.
There is a paid map (which I will not say the name because the dev won't deserve any attention) that reproduces a small segment of a highway.. and they are adding cities along the way. This is a nice way to start a project... you create just 2 cities (medium size like any ETS2 major city) and make 1:1 road distance and then keep adding stuff along the way.
1:1 Cities are a nightmare regarding hardware resources and development time and resources to create\update. This is probably never going to happen.
Still being updated, although not by the original creator. I think the last update was in December for game version 1.46. You can check out the thread on SCS Forum:
https://forum.scssoft.com/viewtopic.php?t=24305
Just set cc to 30 km/h, problem solved. <eg>
https://forum.scssoft.com/viewtopic.php?t=308325
About huge resources to render a 1:1 country or continent-wide map, there's no such issue for at least since Skyrim was released. ETS itself for a long time uses similar technology where only the immediately surrounding area is loaded at a time. It's an area large enough to drive several kilometers before a new load, and it eventually happens, loading another portion of the map, at the same time it removes the part of the map we drove away from, thus the game can load virtually an unlimited amount of data with a limited amount of actual computing resources.
What drives the game downhill is having too much complexity in a small area. For instance in cities, or another good instance is in the MMO community-driven mod, TruckersMP, where over 100 trucks might be piled up in the same city. This brings fps down to any top-notch computer of the time.
So, as far as the detail is not excessively concentrated in a single area, a 1:1 project is perfectly possible. Perhaps uncredited as much as probably google maps were by the time it started, and we're nowadays just used to how we can go (almost) anywhere in the world and watch 360 deg photos in street view -- and all pulled from the web in a super well crafted black-box. :)
I believe it is just a matter of time before someone unveils a technique to port google street view into ETS and ATS, making it a possibly an actual "World Truck Simulator" Amazing, wouldn't it be?