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\def\vehicle\truck\volvo\volvo.fh16_2012\
It should be:
\def\vehicle\truck\volvo.fh16_2012\
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 : d16g900.volvo.fh16_2012.engine",
your engine name is "d16g900.volvo.fh16_2012.engine".
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.
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.
http://www12.zippyshare.com/v/50903804/file.html
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.
You need to fix all "suitable_for[]: whatever" lines.
It should be this -> suitable_for[]: "d16g900.volvo.fh16_2012.engine"
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
https://onedrive.live.com/?gologin=1#cid=1CBB9E8EF8B24E95&id=1CBB9E8EF8B24E95%21157
ho zbobg do you get one once a day. and do you get on at night time
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:
http://www11.zippyshare.com/v/67664843/file.html
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.