ATS world rescale is finished!

Shilka

Hardcore
Yes, it is finally done! Although this has without a doubt postponed the release of new states, the rescale is done, meaning the full SCS ATS team is available to work on new content now (looking on the bright side here)


Most notable new features:

Rescaled map main features:
  • Scale 1:35 → 1:20 – 1,75x larger map
  • Hundreds of miles of new longer roads
  • A new city - Santa Maria
  • Completely reworked city – Oxnard
  • Reworked road system topology:
    • New Interstate I-580 and I-80 connections
    • I-5 near LA topology corrected
    • I-5 Redding topology corrected
    • New stretch of CA-101
  • Correct interstate junctions - no more same level crossing, freeways exiting on itself, etc
  • 28 reworked or new junctions - most notably - Reno, San Francisco, San Diego, L.A.
  • 6 new custom rest areas – truckstops
  • More accurate height profiles - new steeper climbs and descends
  • Famous recognizable landscape landmarks: Donner pass, Grapevine, Kumeyaay highway, Picachio peak, Humphreys peak, Cajon pass
The rescale will be included into the 1.5 patch which also has the next new features:
  • Upgrade Shop and Truck Browser Search Tool
  • New chassis options (6x2 & 6x2 Midlift)
  • Adjustable interior FOV per truck
  • Weigh station UI behavior made more real
  • Truck repair/refuel performed by hired driver cost money, included in logs
  • Added informational dialog showing when game detects upgrade or downgrade
  • Added pounds + short tonnes as weight unit option
  • Add possibility to buy driver and co-driver plate in truck dealer
  • Online job offer: Replaced refresh button with browse jobs
  • Better trailer air pressure simulation
  • Low air warning should only be active with running engine
  • Parking brake mechanical safeguard on low air added
  • Revised rolling resistance computations
  • Hired driver use same math for eco skill as player
  • Added selector modes to shift layout, correct detection of split shifts (advanced mode)
  • Adaptive shifting logic improved
  • Mod manager: Added link to load game screen in case game crashed and user has at least one mod activated
  • Mod manager: Added possibility of setting profile by name and by user profile pointer
  • Mod manager: Added dlc dependency list to mod manifest
  • Prevent to AI trucks disappearing in players view
  • Tweaked traffic spawn frequencies



I'm looking forward to trying this out. Hopefully this update won't break all my mods...
 

Kenadian

Staff member
Site Admin
Thanks for the update on ATS scaling Shilka, nice writeup.

I'm glad it's finally done so I'll certainly jump in and give this a go.

Do you know how this affects percentage of world driven to this point? Has that been adjusted as well or does it scale up?

The reason I'm asking is I've visited most of the cities by now so I'm curious how they dealt with that given the new map size.
 

Shilka

Hardcore
As far as I've understood the entire world will be marked as undriven after the update... Of course already unlocked achievements will stay that way. Not 100% sure but vaguely remember seeing/reading it.
 

Kenadian

Staff member
Site Admin
Well I guess that makes sense but a bit of a bummer as well.

The only other thing I wish they'd change is make trains much longer than they are currently. I never see freight trains with 4 cars in them, they usually take several engines to power and are sometimes a km in length (maybe longer).
 

Shilka

Hardcore
Yoou might be able to find a mod for that, I recall seeing a train mod.
Just tried the rescale, it's well done, next to the extra distance I really like the slower time scale. And yeah, all roads undiscovered...

Only mod that broke for me was my real companies mod, hope it gets updated...
 
Last edited:

Shilka

Hardcore
Yeah, time scale and economics have change to match the changed scale, so time has slowed down with a factor 1.75 as well and is comparable to ETS now, no more hurrying to find a place to sleep now, it's a much better experience now imho. A lot of intersections have become more elaborate now too.

One other thing I clearly noticed is the difference in air brake simulation. Trailers have simulated air brakes now too, so now when you for example back and forth too much during a failed p[arking attempt you will get low on air, so air brakes are a thing that really need 'managing' now. You will notice when you overuse the brakes, and that is really cool and really helps the immersion with the simulation part.

Although most attention always goes to the map, with every update, also small ones, the simulation has been improving step by step, and compared to the early ETS days, simulation has improved a lot overall, especially when activating all the 'hardcore' settings. It's becoming noticible now :)
 

Kenadian

Staff member
Site Admin
I'm really enjoying the rescale in both map size and time, it really makes a 2 state drive feel a lot more substantial than before.

The only thing now that is really bothering me is the exceptionally short looping sound in engine noises. I had my vod playing while I was in the shower this morning and the low end is really picked up by my sub and it's obvious.

Is there a good sound mod you'd recommend Shilka?

I also need to find a mod with less cops as there are just way too many ingame. I never see even half the amount of cops in the real world as I do in ATS and I drive past the local cop shop to and from work 5 days/week.
 

Shilka

Hardcore
I'm currently using straight pipe sound mods. If that is something for you, they are easily found on steam workshop, and they are engine specific (so you need to fit the right engine to get the sound). Other then that, any sound mod mentioning kriechbaum as the maker is usually good. He's the most well known sound modder for both ATS and ETS, and constructs his sounds from real world samples, so there often the most realistic ones you can find.

As for cops, I neverhave a problem with them as I rarely ever speed, so can't really help you there. Of course you can opt to turn of tickets all together in options, or perhaps try this link. Not sure how much that would help though :p
 

Kenadian

Staff member
Site Admin
OK I'll check that out for sure because I'd love the sounds to be a bit harsher than they are anyway.

As for the cops, I don't have a problem with speeding. Believe it or not, I've followed your lead in a lot of areas in playing both ETS and ATS and now drive the speed limit (most of the time) as well as keep a medium sized motor. Right now I'm running 500hp and won't be upgrading as I like the struggle on hills.

The problem is the frequency of cop cars in traffic is unrealistic. I was hoping there was a mod that reduced the number of cop cars in relation to other traffic ingame.

I also need to find a longer train mod because I want to be stopped a train crossing and actually wait for a long train to pass.

Nice try on the Rick Roll btw.
 

Shilka

Hardcore
Hehehe :p

Well, I am using a traffic mod that also changes cop spawn rate, depending on state you're in, but to be honest I haven't noticed if there or more or less or whatever. It does increase traffic heavily (during daytime and rush hours, but it makes the traffic much more decisive as well, making them much more inclined to turn/merge quickly etc). It's the best traffic mod I ever had, as it balances things out that way, and traffic runs smoothly despite the fact there's much more traffic. (give or take a few problem points, but those are few and far apart). I guess you could give it a try and see if it helps your cop problem, it has been updated for the latest version: http://steamcommunity.com/sharedfiles/filedetails/?id=714316283

There was a longer trains mod, but it never got updated for the latest ATS versions, so it badly malfunctions now (spawns floating trains on the road and all), so I think you're out of luck there.
 

Kenadian

Staff member
Site Admin
The traffic mod sounds perfect for me. I'll install it and give it a go within the next few days.

Thanks Shilka.
 

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