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Velo´s mod collection

- all adjusted and working on 1.8.x -
click on the  •more»  buttons for more information

*The upcoming 1.9 patch is going to invalidate a lot of things, especially the physics. ZwareJongens don't work no more...
If I read it correct, there will be separate physics for each individual truck as there are only some standard damping values left in the physics file. I have not found those individual physics files yet, but I really really hope I am not wrong!
In the mean time, if you are testing the public beta, you can try ZwareJongens_for1.9BETA which has a bit softer damping values.





Smaller moon ( that is what it is ) •more»

download » SmallerMoon




Brighter Night ( that is what it is ) •more»

download » BrighterNight




3screen FOV 40
( for triple monitor users using option "2".
Easy D.I.Y. see here > ) •more»

download » 3screenFOV40




3screen HUD center
( if you want all centered, but small mirrors not. for triple monitor users ) •more»

download » 3screenHUDcenter




ZwareJongens INERTIA mod BETAno more!
( physics mod - trying to get the feel back of my truckdriving days ) •more»

fun animation, but serious stuff. click that •more» button!
download » INERTIAmod 1.51

ZJ don't work no more at all in public beta 1.9... here for a quick fix - a bit softer damping:
download » ZwareJongens_for1.9BETA




LeanerLines ( small adjustment of the road stripes to make them look a bit more real ) •more»

download » LeanerLines




RACING mod ( drive a ´Formula 1´ car at 300+ kmh or... a common, reasonably priced car ) •more»

download » racedownload » drive




EngineVolume ( louder in-cabin engine soundlevel ) •more»

download » EngineVolume
NOT available for the moment: some issues need be fixed...




TheOld152Rumblestrip
( if you liked the old rumblestrip sound better ) •more»

download » TheOld152Rumblestrip






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Smaller Moon



Yes, that is what it is! The moon, reduced in size. It is smaller now. Less big. I will not explain any further.

In fact it is my own moon. When I resized it, I used a highly compressed texture of a very large image of the moon. So in fact, the moon is larger ;)

I would like to make it even smaller, but there is a texture size limit - the moon would be nothing more than a fuzzy smudge in the sky when any smaller. It is a compromise. I will look into it again some day. Or night...

mod: replaced skybox textures

















































































































































































Brighter Night


'Darkness is not Black'

Even in the darkest night you can still see something. I changed the ambient and diffuse brightness values. No color values were changed to keep the original SCS look - diffuse values recalculated using the photoshop color tool. Also shifted the clock one hour so it gets dark sooner. Now you can drive at night and see the often beautiful moonlit landscape!

mod: edited the weather files















































































































































































3screen FOV 40 and D.I.Y. instructions


(the above is an impression to how it looks because it is hard to angle a flat image ;P - my monitor angle is 35 degrees btw.)
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This mod is for those who use three separate renders (r_multimon_mode "2").
FOV 40 vertical gives a horizontal FOV of 120 degrees - minimal distortion and most natural on my system. All trucks adjusted for optimal mirror and dash view. I tried to keep the head position ok using height and distance from passenger seat as guidelines while maximizing the view. There are compromises though, as monitors come nowhere near truck window size, at least mine don't...
Use as a starting point to find an optimal seating position. My personal prefs ofc. but easy to Do It Yourself :)

Go here to calculate your own FOV: fovcalculator

1-extract 3screenSeatPositionFOV40_1.8.x_byVeloW.scs to a temporary folder
2-use a text editor to replace values
3-zip back in 3screenSeatPositionFOV40_1.8.x_byVeloW.scs in the MOD folder (or make your own)

camera_fov: [set your preferred fov here]

to alter the seat position:
head_offset: [left-right, up-down, forward-backward. head position relative to cabin]
*best to use small changes like +0.05 or -0.05 then test.
mouse_up_down_default: [the default pitch(up-down) view direction]
mouse_left_right_default: [I ADDED this value so now you can set the default yaw(left-right) view direction.
The direction is switched automatically when driving a righthand truck btw.]

mod: edited the camera files]















































































































































































3screen HUD center




There is a new option in the config to render three screens but that also puts the small mirrors in the center.

find the line:

uset r_multimon_mode "n"

in ..Documents\Euro Truck Simulator 2\config.cfg


if n = 0 one viewpoint rendered, everything on the sidescreens.
if n = 1 one viewpoint rendered, everything on the center screen.
if n = 2 three viewpoints rendered, small mirors obsolete.

so if you want everything on the center screen but small mirrors on the sidescreens: use 0 + this mod.

mod: edited the ui files















































































































































































ZwareJongens INERTIA mod

So what is it?
A change of how the truck and trailer behave, how it 'feels' to drive.

Why?
There was not enough sensation of weight and cabin movement as I recall from my real life truck driving.

How?
Simply change some numbers in a text file...

...but I quickly found out it is NOT so simple. I needed to understand how a truck-trailer suspension works, how the relative masses influence each other.

There is more, but to give an idea: the cabin is suspended on the chassis, which is suspended on its wheels, while the trailer - which is also suspended on its wheels - pushes down on a critical point on the chassis.

To make things more complex, most variables in the physics file are not explained and needed a lot of trial and error to find out what they do. And how they influence each other. Make an educated guess and change a number. start ETS2. test it. exit. adjust the number. repeat till found something that works. Then try another combo, because all truck-trailer combos behave different... I have driven many, many miles this way. It started to look like work :) One benefit though was that I was probably the first to achieve 100% roads discovered ;)
Have a look yourself if you are interested, I left all my notes and findings in it.

Where do you wanna go?
My goal is to have a setup that works for most combos, find a balance between best stability at high speeds and 'road feel' - weight sensation - the reaction to bumps, elevation, banking.
And maintaining real values to make it as much a sim as possible, and not break it of course. It is very easy to put a 5000 Hp engine in a 1 Kg truck, but where is the fun in that ;P

Done?
No. I think I have made an improvement, but the physics system is limited as it is now. There are more things I want to experiment with, like the brake system. Besides, the patches need testing and adjustments.

Oh, and why "ZwareJongens"?
Dutch, translates as "Heavy Guys". Thought was appropriate.



old but still relevant demo vid:          ...and some fun with the very first thing I made to study the suspension system:

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What exactly done?
Mass based on MAN TGS 19.360 BLS 4x2 with standard trailer, doubled inertia_scaling_const and balanced all affected values.
The increased inertia spoils cornering and braking, so suspension was tuned to maintain handling.
Tuned cabin and chassis movement to reflect what I have seen and felt. Yes it moves!
Not to mention that you have a suspended seat with a lot of movement in it, which is sadly not modeled btw. The cabin should move, your eyes are not glued to the back of it.
But that is a whole different story.

Just found out there is a plugin, made by CJoke (thank you so much!), that un-glues your eyes!
Seriously, the cabin itself moves now, is not longer static. This is a great step forward and I hope SCS will implement this ASAP.
link (detailed instructions in the package):
CJoke's driver's seat movement & head movement

my settings so far (in Physics2TrackIR_cj.ini) that fit ZwareJongens quite nicely:

skala = 1.5
sensitivity = 0.0001
springiness = 3.0
springrate = 2.0
damping = 0.1
offroadmovement = 5.0

in controls.ini (..\Documents\Euro Truck Simulator 2\profiles\xxxxx):
config_lines[xxx]: "mix trackiryaw `-0.015 + trackir.device.position.yaw?0`"
config_lines[xxx]: "mix trackirpitch `-0.04 + trackir.device.position.pitch?0`"

this optimizes the view by adjusting the default position, (using FOV 40, 3 viewpoints render).
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RECOMMENDED: set up your wheel right, if you got one. It improves the feel of weight enormously. (this for G27)



If you want to be exact, edit the controls.sii with this:

config_lines[15]: "constant c_steer_func 0.330000"
config_lines[33]: "constant c_rsteersens 0.400000"
config_lines[34]: "constant c_asteersens 2.400000"
config_lines[40]: "constant c_ffgain 1.800000"
config_lines[41]: "constant c_ffspring 1.150000"
config_lines[42]: "constant c_fffriction 2.000000"
config_lines[43]: "constant c_ffengine 0.000000"
config_lines[44]: "constant c_ffsurface 0.200000"
config_lines[45]: "constant c_ffcollis 0.200000"


BETA no more!
as I am quite happy with the base now. does not mean no more changes!

mod: edited the physics.sii file














































































































































































RACE or DRIVE


Always wanted an F1 car to drive around that vast map!
So I modded the physics and sound of a truck to create a drivable and stable racing car. Of course there is still a truck rendered behind you, the camera position was changed to get the right height for a racing car.
Here is a first try:



Goal is to get a really believable racing car in ETS2, including a cockpit/car model (if possible).

speed 300+ kmh
stability not bad but sluggish
still a truck sized vehicle, sometimes one forgets...
braking force was set too high in the (unedited!) vid - car gets almost stuck when braking.
I improved the sound a lot in beta 2, it was quite terrible

...and normally I drive more careful but it is a handful at this stage ;)

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I made a "normal" car too, so you can drive to your garage and home after work. Or just go on a holiday :)
adjusted ride hight, power and physics. new engine sound. top speed about 180 kmh.


! in both cases you need to drive a MAN with a 680hp 500kw engine - and a 4x2 as it is more stable in this version

recommended wheel settings (for a G27)

choose "range" as shifting mode as there are only 6 gears.

mod: edited physics.sii and sound files and created new engine sounds















































































































































































LeanerLines


I tried to improve a little by keeping the original texture size and not only shorten the stripe but make it a bit narrower to suggest there is more distance between them. And made the continuous stripes and arrows narrower too to match.

mod: edited texture















































































































































































EngineVolume



I edited the interior.sii files, not the actual sound files!
Each original rpm range sound level is multiplied x2 to maintain the transitions.

Unfortunately that also amplified the spots where the transitions are not perfect and make it unuseable. Working on it! Will take a lot of time! Maybe will find another solution!

temporary unavailable.... needs fixing
















































































































































































TheOld152Rumblestrip



I missed the old rumblestrip sound after patch 1.6.1.... The new one is probably correct, but IMHO the old one sounded better, especially at higher speeds. Now you can have it back.

mod: original soundfile from 1.5.2 and common_sound_int_data.sui edit