Euro Truck Simulator 2

Euro Truck Simulator 2

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MagnetarF1 May 14, 2021 @ 3:23am
Is it possible to see your employees' trucks on the road when driving?
I'm probably missing the most obvious thing lol but is it possible? I've got a lot of trucks and employees out on the road yet haven't seen a single one of them when I've been driving. I'm quite sure I've been on roads where a lot of the drivers are on multiple times (I've made multiple journeys using the Channel Tunnel for example and a lot of the drivers seem to also do that regularly too) yet I've not actually seen them on the roads, my only indications that they are driving are the Truck, Trailer and Driver Managers. Each employee has a trailer that I purchased for them. No map or vehicle or trailer mods of any sort have ever been used. Is it that they can only be seen on the road if they don't have their own trailers that I purchased or is it something else?
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Showing 1-15 of 60 comments
hackintoshchap May 14, 2021 @ 3:28am 
No, the game only generates AI vehicles. Most peoples computers are not going to be able to track and show this as live running data on the roads.

The management part of trucking isn't being expanded as much as having more stuff for you as a driver to use.
Nite69 May 14, 2021 @ 3:59am 
That would require alot of Physics Processing Power, I don't think even the latest gen intels or AMD Ryzens will be able to do it.
Nono54Fr May 14, 2021 @ 4:53am 
Originally posted by Nite69:
That would require alot of Physics Processing Power, I don't think even the latest gen intels or AMD Ryzens will be able to do it.

What are you talking about ?
pieperjohanns May 14, 2021 @ 5:13am 
Originally posted by MagnetarF1 | MRL:
is it possible?
No. Your drivers are only calculated in the background as some numbers and values in the manager tables.
Nite69 May 14, 2021 @ 5:23am 
Originally posted by Nono54Fr:
Originally posted by Nite69:
That would require alot of Physics Processing Power, I don't think even the latest gen intels or AMD Ryzens will be able to do it.

What are you talking about ?

I'm talking about the CPU being able to handle 300+ employee drivers on the road at once, that would be alot of Physics Based AI for the cpu to process

Look at Cyberpunk 2077 as another example, it has a setting called "Crowd Density" (again Physics based AI) and even a 8 core, 16 thread cpu would get really close to maxing out with that set to High in some parts of the game
Last edited by Nite69; May 14, 2021 @ 5:26am
MagnetarF1 May 14, 2021 @ 5:43am 
Originally posted by hackintoshchap:
No, the game only generates AI vehicles. Most peoples computers are not going to be able to track and show this as live running data on the roads.

The management part of trucking isn't being expanded as much as having more stuff for you as a driver to use.

Originally posted by Nite69:
That would require alot of Physics Processing Power, I don't think even the latest gen intels or AMD Ryzens will be able to do it.

Originally posted by pieperjohanns:
Originally posted by MagnetarF1 | MRL:
is it possible?
No. Your drivers are only calculated in the background as some numbers and values in the manager tables.
Thx for the answers, much appreciated! Happy trucking :)
Nono54Fr May 14, 2021 @ 8:18am 
Originally posted by Nite69:
Originally posted by Nono54Fr:

What are you talking about ?

I'm talking about the CPU being able to handle 300+ employee drivers on the road at once, that would be alot of Physics Based AI for the cpu to process

Look at Cyberpunk 2077 as another example, it has a setting called "Crowd Density" (again Physics based AI) and even a 8 core, 16 thread cpu would get really close to maxing out with that set to High in some parts of the game

What would you want to process the trucks that are 5+ kms away ? You cannot see them, hence you don't need to generate them. The game spawns at best 50 AIs around you, and doesn't struggle with it. How many of them are actually yours, 1, 2 or 0 ?

NB: Cyberpunk 2077 is that ONE example I wouldn't use to explain anything.
Sandhill May 14, 2021 @ 8:51am 
Originally posted by Nono54Fr:
What would you want to process the trucks that are 5+ kms away ? You cannot see them, hence you don't need to generate them. The game spawns at best 50 AIs around you, and doesn't struggle with it. How many of them are actually yours, 1, 2 or 0 ?
The game would still need to keep track of their location on the map in order to know when spawn them , which it does not currently need to do. As it is, your employee trucks simply don't exist when the game is running, so there is no computing burden. Each employee truck would require frequent calculation.
Ryu May 14, 2021 @ 9:31am 
Also think about how the game should handle things if you decided to interfere with your driver, or if the other AI ran into them causing them to roll over? Not to mention that it would be fairly rare to cross paths with them.

Also, I don't pay THAT much attention to the traffic on the other side of the road while I'm driving. I use some traffic mods to add variety to the traffic being spawned, but I'd likely not even notice my own fleet drivers whether they had a unique livery or not. On those rare occasions I'd likely be trying to avoid something on my own side of the road and miss them anyway! ;)
Briannospam May 14, 2021 @ 9:53am 
Originally posted by Sandhill:
Originally posted by Nono54Fr:
What would you want to process the trucks that are 5+ kms away ? You cannot see them, hence you don't need to generate them. The game spawns at best 50 AIs around you, and doesn't struggle with it. How many of them are actually yours, 1, 2 or 0 ?
The game would still need to keep track of their location on the map
Which the game actually does ...
Otherwise it would not be possible in driver mananger and truck manager to be able to see where on the map they are in map viewing.

However, I do not think that these calculations happen all the time, but only when one is in driver manager map view or truck manager map view
Last edited by Briannospam; May 14, 2021 @ 9:54am
Sandhill May 14, 2021 @ 10:02am 
Originally posted by Briannospam:
Originally posted by Sandhill:
The game would still need to keep track of their location on the map
Which the game actually does ...
Otherwise it would not be possible in driver mananger and truck manager to be able to see where on the map they are in map viewing.

However, I do not think that these calculations happen all the time, but only when one is in driver manager map view or truck manager map view
But the calculation of where they are on the map need only be performed when the game is not running, as you say only when the game is paused and you make an inquiry. That of course has no negative effect on the performance of the running game :cozybethesda:
AoD_lexandro May 14, 2021 @ 10:31am 
Originally posted by Sandhill:
Originally posted by Nono54Fr:
What would you want to process the trucks that are 5+ kms away ? You cannot see them, hence you don't need to generate them. The game spawns at best 50 AIs around you, and doesn't struggle with it. How many of them are actually yours, 1, 2 or 0 ?
The game would still need to keep track of their location on the map in order to know when spawn them , which it does not currently need to do. As it is, your employee trucks simply don't exist when the game is running, so there is no computing burden. Each employee truck would require frequent calculation.

Its not actually that hard. Games like the X-series did it decades ago on pentium spec systems, with vast player fleets of hundreds of vessels travelling across 50+ sectors of several KM of 3d space. All of which had the option of multiple variations, weapons, colours, etc. And it had AI scripting running constantly for all the other ships in the area, not just your vessels. And yes, it kept track of all of them in real time which you could watch from the map screens.

You just need enough computing power. However, SCS customers tend to be of the potato persuasion which factors in heavily in what they add and do with the game.
Last edited by AoD_lexandro; May 14, 2021 @ 10:32am
Wolfgang May 14, 2021 @ 10:42am 
Originally posted by AoD_lexandro:
Originally posted by Sandhill:
The game would still need to keep track of their location on the map in order to know when spawn them , which it does not currently need to do. As it is, your employee trucks simply don't exist when the game is running, so there is no computing burden. Each employee truck would require frequent calculation.

Its not actually that hard. Games like the X-series did it decades ago on pentium spec systems, with vast player fleets of hundreds of vessels travelling across 50+ sectors of several KM of 3d space. All of which had the option of multiple variations, weapons, colours, etc. And it had AI scripting running constantly for all the other ships in the area, not just your vessels. And yes, it kept track of all of them in real time which you could watch from the map screens.

You just need enough computing power. However, SCS customers tend to be of the potato persuasion which factors in heavily in what they add and do with the game.
But what would it be good for? The map is too big to have a realistic chance of seeing one of your drivers on the road at least once every 10h of playing the game.

So the thing would be the following: It costs quite some performance for something that has virtually no effect on the gameplay at all.
Nono54Fr May 14, 2021 @ 10:59am 
Originally posted by Sandhill:
Originally posted by Briannospam:
Which the game actually does ...
Otherwise it would not be possible in driver mananger and truck manager to be able to see where on the map they are in map viewing.

However, I do not think that these calculations happen all the time, but only when one is in driver manager map view or truck manager map view
But the calculation of where they are on the map need only be performed when the game is not running, as you say only when the game is paused and you make an inquiry. That of course has no negative effect on the performance of the running game :cozybethesda:

We know some facts about our drivers:
. speed limit of 55 MPH
. only highway, no backroad
. no detours or events
. from town A to B then B to A

How much computing power do you need to find where they are on xxx miles trip with a constant speed of 55MPH, after 1h or 2h of driving ? The computer used to go to the moon in 1969 could that in less than 2 seconds for your 300 drivers. Add 1 second if you want to know if they are anywhere near you.

We do have warnings that Driver X, Y and Z finished their deliveries while we play, not while we're looking at the map, so the computations to where they are on their trip is constant.
Sandhill May 14, 2021 @ 11:05am 
Originally posted by Wolfgang:
Its not actually that hard. Games like the X-series did it decades ago on pentium spec systems, with vast player fleets of hundreds of vessels travelling across 50+ sectors of several KM of 3d space. All of which had the option of multiple variations, weapons, colours, etc. And it had AI scripting running constantly for all the other ships in the area, not just your vessels. And yes, it kept track of all of them in real time which you could watch from the map screens.
You just need enough computing power. However, SCS customers tend to be of the potato persuasion which factors in heavily in what they add and do with the game.

What other very different games might have done has, I expect, little bearing on this game...
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Date Posted: May 14, 2021 @ 3:23am
Posts: 60