ATS Promods

Ask questions about the ATS mod here. If useful they will be added to the Q&A / Development updates.
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Callipso
Posts: 750
Joined: 12 Feb 2016 23:40
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Location: Flagstaff, Arizona

21 Nov 2016 22:33

yes, its very rural especially so in Oregon after you cross the border, its just nothing until you get to Bend and nothing after you leave Bend. That area out in Eastern Oregon seems to also be a hub of Bigfoot/Sasquatch activity reports. Perhaps more an interstate carrying more people will allow someone to finally prove its existence once and for all. :lol:

Besttrucker498
Posts: 17
Joined: 21 Aug 2015 07:52

24 Nov 2016 20:14

I think that would be a great idea to create promods maps for American Truck Simulator (ATS).
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Trowse, Norwich
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T520 BST

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brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
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Location: Belgrade, Serbia

21 Dec 2016 20:49

I watched on blog video ATS testing prefabs. Can you please realise it because I want to rebuild some parts of map, mostly widing highways?
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

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IvanGF14
Developer
Posts: 689
Joined: 09 Jun 2014 16:49

21 Dec 2016 22:39

Well, i think is time to show you a bit of what's happening on ATS. This does not mean that Promods ATS has started officially, but this is work I'm doing from time to time and by my own, so please don't ask for releases. There is none planned.
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brainiac
Posts: 1766
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Location: Belgrade, Serbia

21 Dec 2016 23:54

I though on realise prefabs without map changing, because I need only prefabs. E.g. you can include additional files in regular ETS pack or like Trailer and company.
If no, I will have to use prefabs from ETS pack and it will looks ugly.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

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Punkii
Posts: 460
Joined: 13 Apr 2014 10:57
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Location: Aachen, Germany (Izmir, Turkey)

22 Dec 2016 03:29

looks awesome, Ivan
ProMods driver since 1.70
EN, DE, TR (a bit NL)

Image[url=steam://friends/add/76561198058623892]Image[/url]

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CookiePLMonster
Posts: 33
Joined: 22 Dec 2014 21:55
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23 Dec 2016 13:48

IMO the best way ProMods for ATS could be executed is by starting from the most distant states (northern or eastern) and get away by a ferry-like teleport between two remove playable areas. While this might sound awkward, it'd probably be the most efficient way of expanding the map since it's probably safe to assume SCS is going to expand the map with adjacent states only. If done this way, PM work wouldn't be "deprecated" by official SCS expansions anytime soon.
Silent

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Vøytek
Developer
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Joined: 05 Jan 2014 19:38
Location: Prague, Czech Republic
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23 Dec 2016 15:23

It won't happen, don't even think about such solution. Only road connections are considered, no ferry teleportation ;)
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Enjoying PM since 1.52
YouTube channel [PL]: http://youtube.pl/vooytek

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CookiePLMonster
Posts: 33
Joined: 22 Dec 2014 21:55
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23 Dec 2016 15:59

While that makes more sense from the logical standpoint, it also means any PM work will be quickly deprecated by SCS states :(
Silent

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ScuL
Founder
Posts: 10555
Joined: 31 Jul 2013 23:51
Location: Auckland, New Zealand

23 Dec 2016 20:10

I think our focus is mostly on rebuilding states that have already been released. :)
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