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I am not saying that is could not be done, but it isn't really a high ranking feature that is ever likely to become a main feature of ATS. It would require additional work outwith the already demanding requirement for extra maps, trucks and trailers for the game. SCS would require licensing of the trucks and equipment used for heavy rescue as a feature. Additional controls may be required to operate equipment which may also prove to be problematic as ATS already uses most of the available keyboard for one feature or another.
You can request this feature over on the SCS forum.
Best get cracking on writing the code to implement this. ;)
Now with multiple pivot points, it's possible to haul more than just the tractor unit. You could haul the tractor and trailer and everything would pivot just fine.
Also the steam forum's aren't a place they are likely to see your post.
You don't need to get licensing deals made at all. No one "owns" the words "Heavy Rescue" as it is common buzz words in the business.
Get a few basic tow trucks to start off with and progress through the big rigs all the way to an 85,000 ton rotator. Would be so cool and would sell well.
SCS already has the trucking bit done. All you need to add is the functionality of the wreckers which isn't that complex. Up/Down/WinchLock/WinchUnlock. Rotator would just need the boom controls but for the folks with wheels, you switch to a standard joystick to control.
2018 necro aside, “isn’t that complex”? How much Heavy Rescue 401 have you watched? With all the careful planning and coordinated pulls and airbags and other preparations to ensure physics doesn’t win, and the damage to the truck and its cargo is minimized?
A game about that would need a serious physics engine to correctly and satisfyingly model what’s involved in recovery operations. Making it just “push X to hook up winch, left stick to adjust boom” is Aerosoft level “simulation” and would get boring very quickly.
The driving is excellent in ATS but when you bobble around on dirt like a shopping trolley and bounce up kerbs and bumps, it doesn't ooze much confidence in more complex mechanics which the game clearly doesn't have or is made for.
As for systems to actually make them work, I agree that the Prism3D engine is not designed to handle that. Recovery operations won't get much better than they are currently. Disappear and reappear at a location.
However, roadside towing could definitely be an option. No bad physics to worry about. No complicated mechanics need to be implemented. Using the existing trailer adjustment option in F4(albeit re-purposed), have an option to lower the tow arm. That's it. Once lowered, back under a truck that gets generated alongside the highway, connect to it like any trailer, game would handle the rest(frame forks, chains, safety chains) under their new cargo loading black screen. Then off we go to a repair shop.
Thinking about it, all the systems already exist. All that's needed is multi-drop and just have the "multiple drops" be an array of all of the service stations. Simple as that. Nothing complicated about implementing simple truck towing.
Back to the licenses though, yeah. That's a problem. We don't need recovery(as that's likely to include damage, which is a no go for ATS/ETS2). Just towing.
Edit: Just crossed my mind, we already have towing of trucks in the game. I don't know what it's called, but you can tow Kenworth trucks as triples. I haven't seen them towed the way they are in ATS(with the lead 5th wheel tow bar), but rather using a specially made plate that connected to the fifth wheel similar to how a wrecker would connect to a truck frame from the front or rear. Just remove the pivot from the fifth wheel to the lead Kenworth unit and put the pivot on the front axle of that lead unit and remove the trucks behind it and replace them with a trailer and there we go. We now have a wrecker that functions with a truck we can tow.
Now if only I could figure out BlenderTools and that horribly complicated mess of collision boxes and multiple cabins and frames that I can't decipher. I would do it myself. Or start from scratch if I could find a tutorial for it. :\