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(Closed) Google Maps Navigation Night Version
If you want to change the colours to something different, you would need to either unpack the above mod and try and tweak it, or find a different mod that is the colours you want, or create a mod yourself to get the colours that you want. If you check the SCS forums likely someone will explain which *.sii file(s) need modifying. If you do not know how to mod, there are various tutorials for this.
uset r_manual_stereo_ui_pitch_game "-10.0" (pitch down)
uset r_manual_stereo_ui_yaw_game "-40.0" (yaw right)
uset r_manual_stereo_ui_y_game "-0.2" (translate down)
uset r_manual_stereo_ui_x_game "0.5" (translate right)
To correct, these should be changed back to “0” which will center the user interface again.
As noted in the mod summary you may need to further modify the various field values listed to achieve the desired user interface positions in both the menu and the in-game route adviser overlay. The values given in the summary are my own user interface size and position settings, they may not work for everyone and should be adjusted in small amounts as needed to meet your preference.
I see it makes no sense to post settings, because they depend on the seat settings etc...
Is there a way to rotate the Route Advisor around the Z-axis?
uset r_manual_stereo_ui_pitch_game "20.0"
uset r_manual_stereo_ui_yaw_game "0.0"
uset r_manual_stereo_ui_y_game "0.0"
uset r_manual_stereo_ui_x_game "0.1"
uset r_manual_stereo_ui_fov_game "100"
uset r_manual_stereo_ui_radius_game "0.0"
uset r_manual_stereo_ui_dist_game "0.5"
That results in the PERFECT position in the Cascadia for me. THANK YOU for this indispensable mod. After tens of thousands of ATS miles with the advisor at a moment’s upward glance in the last several years, it was a bit disconcerting driving without it the last few days!
Also I've only tested with ETS2. I plan to test with ATS tomorrow morning and if there are no anomalies then I will try to update by the end of the day.
The odd thing is that it still works fine in ETS2 v1.50... guess I'll stick to that until ATS is up and running again.
Thanks again for this excellent mod
I have had to compare and review all changes, revise or remove sections as needed, and repeatedly test and tweak. As you can appreciate this is a tedious exercise and time consuming. I will try and push an update later today or tomorrow if I can get this packaged correctly to work with the different game versions as I would like to avoid making another separate mod just for 1.50+
I am looking now at the file structure and I believe that you could try to extract the mod, and go via universal >> material >> ui >> adviser >> then open 'bcg_light.dds' with something like Gimp or Ps and change the opacity (in your case lower it) then save that file and repack the mod.
Sorry I cannot really be of much more help than to suggest that, and I cannot be certain that it would definitely work. I do not have the game installed currently, nor my VR stuff to try this myself so that is all I can really suggest. I hope this helps.
I can look into this over the weekend if you still have trouble as I will need to play to complete my event deliveries.
To remove the map element from everything else, I would need to make a separate mod where the map element was pushed off the visible overlay. Should be do-able, but I've not actually taken the time to do this as moving the elements around and repeatedly testing is quite tedious.
Also, if I pushed the UI element which houses the map off-screen, then I'm pretty sure non of the other F5, F6, F7, etc.. adviser pages would work as they all are displayed within the same element.
any fix on the grey box when background is transparent?
Now, using it on a server that does not allow mods at all, I'm not really sure how you could do that easily as the relevant files are all within the base.scs file. I'm not sure that you can extract the base.scs and then pack it again with modifications and have the game work normally.
If you wanted to try you'd have to extract the base.scs and the mod files, overwrite the relevant original files with the modded files, then repack the base.scs; this would in theory ‘bake’ the mod into the base.scs, though I have a feeling this probably would not work as there may be a check when starting the game to ensure the base.scs is not modified.
The only thing I noted that was during random testing with different trucks on quick deliveries, one of the new Western Star trucks, the UI sits too far down with my preferred config.cfg settings; In that case probably the 'uset r_manual_stereo_ui_y_game' may need adjusting to bump it upwards.
uset r_manual_stereo_ui_fov_game
uset r_manual_stereo_ui_dist_game
Where 'fov' would be effectively the scale of the UI and 'dist' would be the distance of the UI from the viewer. I find that an fov value of 40 (default 100) with a distance of 0.9 (default 0.5) is nice for me, as it makes the UI a bit smaller ('fov' decreased) and further away ('dist' increased).
uset r_manual_stereo_ui_dist_game
I have mine set at 0.9; If you want to experiment you can use the developer console to edit the config.cfg file while in game. Otherwise you need to keep restarting the game to make changes and test them. 0.5 is default, which is really close while 0.9 is much further away.
How to turn on dev console:
https://modding.scssoft.com/wiki/Documentation/Engine/Console
Example of using the dev console to edit the config.cfg file variables:
https://modding.scssoft.com/wiki/Documentation/Engine/Configuration_variables
Hopefully this helps.
But unless SCS would put effort into finishing VR support we have to deal with what we have.