Euro Truck Simulator 2

Euro Truck Simulator 2

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Better AI Drivers
   
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17 Jun @ 3:14am
24 Jun @ 3:23am
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Better AI Drivers

Description
In this MOD, I've revised AI driver parameters to enhance realism and performance:

1. Fuel Consumption: Simulated AI fuel costs reduced to €0.6 - €1.2/km (scaling by vehicle type and driving style).
2. Cargo Damage: Maximum AI cargo damage capped at 2%.
3. Vehicle Maintenance: AI maintenance costs lowered to €0.6 - €0.8/km (scaling by vehicle type and style).
4. Base Salary: AI drivers' base pay adjusted to €200.
5. Cargo Market Profitability: Company profit up 5% for Cargo Market.
6. Freight Market Profitability: Company profit up 5% for Freight Market.
7. Recruitment Fees: AI driver hiring costs reduced from €1,500 to €300 (aligning with real-world agency fees ≤€500).
8. Driver Skill Cap: Maximum recruitable AI driver skill level raised to 36.
9. Recruitment Pool Filtering: "Filtered out" AI drivers in agencies reduced to 10%.
10. Dispute threshold: Extended to 30 days without work.
11. Resignation period: Increased to 60 days.
12. One-Way Job Rate: Probability of AI accepting one-way jobs lowered to 2%.
13. Skill-Matched Jobs: Probability of AI receiving skill-appropriate jobs increased to 95%.
14. Average Speed: AI travel speed set to 50 km/h.


Compatibility has been verified for versions subsequent to 1.50.

Users are encouraged to report any technical anomalies encountered during implementation.
Popular Discussions View All (1)
0
24 Jun @ 3:26am
BUG
Martin
15 Comments
Martin  [author] 15 Jul @ 5:59am 
@ sadatlinmegh thanks for your support!👍
sadatlinmegh 13 Jul @ 11:19am 
what a mod man! my daily income literally doubled by the Ai drivers within a single day, loved your work keep it up!!:steamhappy:
Martin  [author] 24 Jun @ 9:12am 
I'm equally grateful for your feedback. Should you have any further questions, please do not hesitate to raise them.
PziCrow 24 Jun @ 5:52am 
Been doing jobs and watching income freom my hired drivers for almost 2 hours now. Everything looks great. Thanks a lot for spending time on fixing the issues. It's much appreciated :steamhappy:
Martin  [author] 24 Jun @ 3:10am 
@ PziCrow The preset average speed also controls the AI's task timing. Since they never run late, increasing this speed directly benefits the AI by enabling faster deliveries. To be honest, I hadn't actually spotted this issue before. The tasks I typically run are neither excessively long nor short, but provide sufficient time for non-stop speeding. This directly led to me overlooking the problem.

In the latest version, I've restored the average speed to slightly below its original level. Could you please try it again?

Finally, many thanks for your thoroughness and patience in identifying these issues and providing timely feedback. All the best with the game and life!
Martin  [author] 24 Jun @ 3:10am 
@ PziCrow Hello, thank you for reporting this issue. You're quite right – this is indeed a separate problem from the previous one and does genuinely exist.

The reason is that ETS's estimated delivery time formula works like this:
(Distance / Preset Average Speed) + Rest Time = Estimated Delivery Time + Delivery Window (based on task urgency) = The delivery time window you see
PziCrow 23 Jun @ 12:45pm 
So, I abandon the job and look at the job market. Sure, there's a few jobs with times like 25H travel time, but must be delivered in 20H.
That's odd, so I log out, deactivate all mods, go back into the game, make a safe, log back out to see and make sure all mods are deactivated. Log back into the game, look at the job market, write down times for one of them and log out.
I activate this mod and nothing else, load the safe and check the job market again. Same jobs as before, this time, the time for the job I wrote down were just as rediculous as the example about. Wouldn't be able to make it, even if driving without breaks and thinking about safety.
It's not all player jobs that are messed up though, but that is a weird thing.
PziCrow 23 Jun @ 12:44pm 
Ok, so... Really weird stuff happening now. Had been driving around exploring since latest beta version, just looking for how it effected the income of my hired drivers, without me contributing to the income. Then I took a job, because I thought the Mod was working properly. Didn't look at the specifics of the job, juswt loaded the cargo and drove off to deliver. It was a longer drive, so had to take 2 breaks before I got to the end. To my suprice, I was 8 hours late. First job I have ever done, where I was late and I thought I had plenty of time. So take another of the longer jobs, and go ahead. About halfway there, I check my time (habbit of not looking at time when taking jobs, because there always PLENTY of time to do the jobs). To my surprice, I won't be able to finish the job in time, even if I skip the last break I need AND drive well over the speed limit and I will also have to do completely ignore red light and push other vehicles out of the way and I still wont make it.
Martin  [author] 22 Jun @ 6:50am 
@ PziCrow In the latest beta version, I rebuilt the sii files and conducted tests using a virtual machine in a fresh environment. The results confirm drivers’ earnings are now functioning perfectly. Perhaps you could retest whether income remains substantially reduced. Should the problem persist, I’ll await further reports from other subscribers.

Worth noting: if you’ve tampered with ETS2’s game code, that could potentially cause this behaviour.

I’ll release the official version shortly.

Finally, thank you ever so much for your patient responses and testing efforts!:steamthumbsup:
Martin  [author] 22 Jun @ 6:50am 
@ PziCrow In fact, even without any mods loaded, AI drivers can still generate negative income when undertaking freight jobs. However, with this mod installed, you theoretically shouldn’t experience negative income at all.

From your earlier feedback, I identified that certain depots or cargoes in specific cities could indeed reduce AI drivers’ income by 90%. That said, this never resulted in all income turning negative. I resolved this issue on 20 June at 7:48 AM. Presently, no other subscribers have reported drivers producing negative income.