Not so long ago, we announced our next rework project for Euro Truck Simulator 2, Project Benelux! This will consist of reworking the countries of Belgium, Netherlands and Luxembourg completely from the ground up. Today, we're happy to introduce to you the team behind this Project, and a little bit about themselves.
The team currently consists of eight people, who have been working hard behind the scenes on this task, which is still in its very early stages. If you missed out on the announcement of this project, you can check out the original blogpost here. We figured it would be best to let them introduce themselves in their own words. We hope you enjoy these words for you, our #BestCommunityEver!
Honza - Project Benelux Rework Lead
"After the Switzerland rework, this is my second project as a map lead. Following the Alpine region, I was happy to be chosen for this project because it offers different opportunities and challenges for map designers. I was a bit naive in thinking it would be easier to design, but that turned out not to be the case. The combination of flat areas in the north, limited space, and a complex highway system presents quite a challenge. In my spare time, I still enjoy working on map design while managing the project. This time, I'm reworking the city of Liège and its surrounding areas. I believe our players have a lot to look forward to, as we are striving to capture the complexity of this region as accurately as possible."
Iva
"Hi, my name is Iva. After completing my bachelor's degree in architecture, I decided to change fields. In 2020, I coincidentally discovered a job posting for a map designer position at SCS. At the time, I knew absolutely nothing about the gaming industry and was worried about whether I had anything to offer. Over time, I specialized in urban design. Thanks to the knowledge I gained in college, urban design has given me a unique opportunity to authentically represent the character of specific cities, and I hope I'm succeeding. I've created several cities that I'm very proud of, including Graz (my first attempt), the completion of Salzburg, and the design of the entire Rhineland region.
After completing the rework on Germany, I briefly worked on the beauties of Greece before moving to the Benelux project, where I have been given responsibility for two beautiful cities. Each city is completely different, with their own diverse road network and several iconic locations to look forward to. I can't wait to see it all come to life. Keep your fingers crossed!"
Eliska
"Hi! Eliska here. You might remember me from Switzerland's 'Meet the Team' post, and yes, I'm still here! After over a decade working as a camera operator in the film and television industry, I joined SCS Software four years ago. I worked previously on reworking Austria, Germany, and Switzerland before landing in Amsterdam, Netherlands. Sadly, there isn’t much space for trucks in the magnificent old town, but we aim to bring you another iconic Amsterdam vista. The city is full of landmarks, and nearby, the port town of IJmuiden has completely won me over. I hope you enjoy embarking on a ferry there as much as I enjoyed building it. See you on the road!"
Daniel
"Having studied IT for four years and always enjoyed building and creating things in various games, working on ETS2 felt like a no-brainer. Since joining SCS, I've spent nearly two years gaining experience, contributing to European rework projects, and building several German cities from scratch.
Beyond the usual mapping work, I'm also responsible for creating custom depots for the Benelux project, bringing a previously ATS-exclusive feature to Europe. Currently, I'm working on the city of Brussels and its surprisingly lush surroundings. I've found the city fascinating and quite different from my previous tasks, making it even more enjoyable to work on."
Kristian
"Three years ago, I joined SCS Software, and since then, I have worked on various map projects. I currently specialize in ports but also contribute to city designs as part of the Benelux rework, which is an incredibly exciting challenge for me. Before this, I worked as a photographer and never imagined I would one day be part of the gaming industry. However, this job has completely captivated me. It's amazing to see the virtual world take shape and come to life through the details we create. I hope players will enjoy the result just as much as I enjoy creating it!"
Jitka
"After working on the landscapes of Switzerland and the challenging task of connecting Albania to Greece, I started helping with the preproduction of the Benelux project. My main task was preparing natural assets and laying out areas around Luxembourg and the Ardennes in Belgium. Nature in the Benelux region is incredibly diverse, from the hilly south to the lowlands in the north. With improved textures and vegetation, players will experience everything from forests, rivers, and lakes to tulip-filled polder fields and narrow streams. Recreating Luxembourg City was another challenge due to its small yet intricate nature. However, I believe we've managed to do it justice, and I look forward to seeing players explore it."
Tereza
"Hello, community! I joined SCS in November 2023. Previously, I was part of the Germany rework team. However, once that project was completed, I was assigned to work on Benelux. My focus has been on the landscapes of the Netherlands, which has given me a great sense of peace and calm. While I'm currently working on the Nordic Horizons DLC, I hope to return and finish what I started. I look forward to you seeing our work in the future, thanks for playing and supporting us!"
Veronika
"Nice to meet you, I'm Veronika. I've been at SCS for a year and four months, and my first project was the rework of the Berlin Ring and Dresden area. After finishing Germany, we eagerly jumped into the Benelux project. As a map designer, I faced the challenge of working with the vast flat landscapes, complete with charming canals, small farms, and stunning sand dunes along the coast. I'm originally a physiotherapist, but my passion for creativity led me here. What I love most about my job is the freedom to fly over the map like a bird, create my own routes, and virtually travel the world every day through my work."
Jiri
"Hey, my name is Jiri, and I currently work as a map designer at SCS Software. In a few months, I’ll be celebrating my first year with this amazing team at a fantastic company. I've met many inspiring colleagues who share my interests, whether in fitness or Warhammer tabletop games. Here, I am fulfilling my childhood dreams, and I can't wait for you to embark on the journeys we're creating in Benelux with passion and dedication."
Radek
"Hey everyone, I’m Radek! Video games have obviously been a big part of my life since I was a kid, but I never really thought I’d be making one myself. After years spent working in a totally different field, I felt it was time for me to rework my own life path, and that led me to SCS Software. The Benelux rework is my first project here in SCS and since I joined the team in autumn 2024, I gained a lot of experience by working on this project with such talented and experienced colleagues.
On top of that, on this project I’m also focusing and specializing on the natural aspect of the map - vegetation. That means creating new vegetation profiles, researching real-world landscapes, and making sure the greenery in the map feels as authentic and immersive as possible. I am really happy for the possibility to use my knowledge and interest in this project's favour. I truly believe players will love what we’re putting together, and I’m beyond excited to be part of such an amazing community."
We hope you have enjoyed meeting the team behind Project Benelux! We look forward to sharing more on this rework in the future. Remember to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on any Euro Truck Simulator 2 news. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Until next time, keep on truckin'!
https://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/
In today's blog, we're taking you to Finland - often called the Land of a Thousand Lakes, as it has around 187,000 of them! So let us showcase some of the areas we're recreating for the Nordic Horizons DLC for Euro Truck Simulator 2.
Finland is a truly beautiful country, with unique and breathtaking landscapes that our map designers are meticulously recreating for ETS2. Did you know that 10% of Finland's landscape is covered by water, while nearly two-thirds is blanketed by forests?
Now let's move on to specific locations. The first one we would like to show you today is Lake Inari (Inarijärvi in Finnish) which is nestled in the Finnish Lapland in the northernmost part of the country. It is the third largest and the second deepest lake in Finland. It features over 3,300 islands and in colder years, it can stay frozen from November to June.
The second location is the Finnish Lakeland, which is Europe's largest lake district and adored by Finns as a wonderful recreational spot that offers so many things to do all year round. This region is so densely packed with lakes that they make up roughly 25% of its total area.
Finnish Lakeland is vast, stretching across the eastern and central parts of the country and covering a significant portion of Finland. It's also home to Lake Saimaa - Finland's largest lake and the third-largest in Europe. As you truck through this scenic region, you'll pass through the cities of Jyväskylä, Kuopio, and Mikkeli, all ready for your cargo deliveries. So don't wait - be sure to add the Nordic Horizons DLC to your Steam wishlist!
Stay tuned for more updates by following us on our [/u]Twitter, Facebook, Instagram, Bluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. And be safe on the road!
https://store.steampowered.com/app/2780810/Euro_Truck_Simulator_2__Nordic_Horizons/
The transport and logistics industry relies on a strong, skilled workforce, and in the Netherlands, Sectorinstituut Transport en Logistiek (STL) plays a key role in making this possible. Today, we're happy to share with you more detail about the work that goes on at STL, and how Euro Truck Simulator 2 is also utilized within their company as a tool for students and current drivers. Let's dive in!
STL was founded in 2014 through the merger of various organizations with a shared goal: securing the recruitment and long-term employability of skilled professionals in the transport and logistics sector. Established by sectoral employers' organizations and trade unions, STL works to create a balanced labor market and provide a strong foundation for individuals to thrive in the industry. To learn more about their work, we had the pleasure of chatting with Robin.
"My name is Robin Maes, I'm a Communications Strategist for Sectorinstituut Transport en Logistiek. We have multiple strategists at STL, all focusing on different areas of Transport and Logistics. I focus solely on making sure that there are enough new students starting and finishing their education in Transport and Logistics. I work in the marketing department and within a multitude of multidisciplinary project groups, ensuring that our goals are met."
Robin explains that their mission at STL goes beyond simply bringing new talent into the workforce. "Our goal is to ensure a balanced labor market in the transport and logistics sector. We want employees to work safely, healthily, and with pride." STL’s objectives include attracting and training new professionals, supporting career development, improving working conditions, and promoting innovation and sustainability within the industry. However, challenges such as an aging workforce, misconceptions about the sector, and work-life balance concerns remain key issues that STL is determined to address.
Despite these challenges, STL has seen significant success in bringing fresh talent into transport and logistics. "Every year, we take on almost 1,000 new students," Robin shares. "These students will become mostly truck drivers but also forklift drivers and future management." STL's efforts extend beyond direct recruitment, through initiatives like school roadshows which consist of visiting around 150 schools annually, engaging with approximately 10,000 students from ages 12-17 to showcase the diverse career opportunities in the sector.
STL’s support doesn't end at recruitment. The organization plays a crucial role in guiding students and jobseekers in their career journeys. "We have local advisors in schools across the country," Robin says. "They help students explore career paths, choose educational programs, and connect with companies for hands-on learning experiences." For adults looking to switch careers, STL provides job coaching and connections with potential employers, ensuring a smooth transition into the transport industry. Additionally, STL helps subsidize essential training, such as obtaining truck and forklift licences, reducing financial barriers for those eager to enter the field.
For those already working in logistics, STL continues to provide valuable support. "The Stichting Opleidings en Ontwikkelingsfonds Beroepsgoederenvervoer, or SOOB for short, creates the funds we work with and determines the subsidies STL can offer," Robin explains. "Currently, there are multiple ways to benefit from this, like progressing from a forklift driver to a fully licensed CE-truck driver. We also offer other support programmes, such as subsidized (or free) health programs for losing weight or to quit smoking."
The transportation industry still faces some challenges, but it is steadily evolving to address them. The sector has made significant progress over the past 20 years. However, not everyone is aware of these changes, which can affect how people perceive careers in transportation and logistics. As the industry seeks new talent, it is actively adapting to become more attractive to young professionals and secure a strong future workforce.
One innovative way STL engages with aspiring truck drivers is through Euro Truck Simulator 2. " Having our student play Euro Truck Simulator 2 is a big plus" Robin tells us. "First, it allows students to get a fun, safe introduction to truck driving, and it serves as a valuable practice tool during downtime or the holidays." To keep students engaged during formal training, STL in cooperation with us (SCS Software), provides a free copy of the game. This offers a practical way for students to develop an early feel for truck driving. "We have three USPs in most of our communication: get 100% off on your driver’s license, get paid on schooldays (they work four days a week and study one), and get a truck simulator gift. This mix of fun and value works well for us."
The impact of ETS2 goes beyond just entertainment. Robin notes that many students who are serious about pursuing a truck-driving career use the game for both practice and enjoyment. "Our advisors often hear how excited students are to play the game. It helps bridge the gap between registration and the start of their education, giving them a meaningful way to stay engaged."
Since STL primarily focuses on guiding students through their education rather than conducting direct training, ETS2 is not integrated into formal courses. However, students who register with STL receive their Steam code and are free to use the game as they wish. The organization’s role is to connect students with the right schools and companies while providing personalized guidance throughout their two-year education and work program.
For those interested in joining STL and exploring opportunities in transport and logistics, getting in touch is simple. "The best way to start is by emailing http://mailto:[email protected]," Robin says. "We’ll make sure your question reaches the right department."
STL welcomes a broad range of individuals, from students seeking vocational training to professionals looking to upskill. Employers searching for workforce development support can also benefit from STL’s resources. For more information, you can visit their website at https://www.stl.nl/.
With a strong commitment to fostering new talent and supporting industry professionals, STL continues to play a crucial role in shaping the future of transport and logistics. Whether through hands-on training, career guidance, or even a virtual introduction to trucking via ETS2, their mission remains clear: to ensure a thriving, skilled workforce for years to come.
A huge thank you goes out to Robin Maes and the team at STL for taking the time to speak with us and share more about Sectorinstituut Transport en Logistiek. We hope you enjoyed learning about their mission and encourage you to visit their website to find out more.
Has Euro Truck Simulator 2 or American Truck Simulator played a significant role in your life or career? If so, we'd love for you to share your story with our community! Feel free to reach out to us on X/Twitter, Instagram, or BlueSky.
Today, we have an update regarding Driving Academy. Our teams are currently working on a new set of scenarios for Driving Academy for both Euro Truck Simulator 2 and American Truck Simulator which are really going to test your trucker skills when it arrives in the future!
We released Driving Academy as a free update in October last year where we introduced sets of scenarios in 5 chapters from truck driving basics to more advanced challenges. We were inspired by many of our players who have used our games to get a sense of handling a truck and trailer, and learning how to maneuver and reverse. Now, after a few months, we wanted to take it a step further with a set of much more challenging scenarios which will be a part of the upcoming module called Truck Driving Proficiency and will test even the most skilled drivers to the limit. Please keep in mind that everything you see in this blog can change as the Truck Driving Proficiency for Driving Academy is still a work in progress.
For this new module and set of scenarios, we will also introduce a new reward system. The most important thing is still to precisely complete a scenario by driving along the designated path and avoiding any collision. For proficiency level, there may be additional conditions you will have to meet to successfully pass the scenario.
New in this upcoming module, players will be able to achieve up to 3 collectable stars, which can be earned by meeting additional conditions such as only using the interior camera, limiting gear shifts between drive and reverse, or completing the scenario in the set time.
Our goal is to test the players' skills and let them prove themselves as top-tier drivers, solving each scenario on their own without step-by-step guidance. That's why in this module you won't find any pre-recorded video tutorials, and you will have to use all the knowledge we taught you in our first module of Driving Academy.
But there is more. As we already mentioned in the 1.54 Open Beta blog, Driving Academy will also get new content in the upcoming 1.54 update. Everyone who has completed or will complete the entire first module of Driving Academy will receive special rewards to use in the base game - a hanging blue traffic cone cabin accessory and a customizable Driving Academy paint job for your truck. And that's not all - more rewards will be available for completing the upcoming Truck Driving Proficiency!
Make sure to follow us on social media (X/Twitter, Instagram, Facebook, Bluesky, and YouTube). We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Until next time, drive safe!
On the 26th of February, this year's Valentine's Event "Cupid's Express" came to a close. So let's officially wrap it up together, look back at what it was about and what rewards our truckers earned!
First, a huge thank you to everyone who took part! We are so happy seeing you on the road hauling, especially when you share those moments with us on social media through photos, videos and other content. A special thanks also goes to the team behind it all!
As always, we set two challenges - one for individual players and one for the entire trucking community. The personal goal that every player had to accomplish to get the rewards was to complete 14 deliveries of Valentine's Presents. Our whole #BestCommunityEver then had to collectively finish 600,000 deliveries to accomplish the community goal.
So how did you do? Over 62,000 truckers completed all 14 deliveries for this event. Congratulations! And you have crushed the community milestone in just one week, that is incredible! In total, players completed 1,234,037 deliveries, double of what was the set goal. While hauling Valentine's Presents, you have travelled a distance of over 496,000,000 kilometres in both games!
And now let's take a look at the rewards. Those who completed their deliveries were awarded a unique World of Trucks Achievement as well as a Neon Heart dashboard item for both ETS2 and ATS. Because the collective target was reached as well, they will also get the Cupid's Dice hanging item!
We hope you are as excited as we are for the next event to come, but we won't tell you now what it is! Make sure to stay connected with us for all the updates by following our Twitter, Facebook. Instagram, Bluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Until next time, we will see you on the road.
Today, we are excited to reveal that the 1.54 Open Beta branch for Euro Truck Simulator 2 is now available to try and test out. If you plan on participating in this Open Beta, we ask that you please help us by reporting any bugs you may encounter in the appropriate section(s) of our official forums.
Your feedback and reports are truly valuable to our team and we thank you in advance for taking the time to help us out. Now, without further ado, let's take a look at what the 1.54 Open Beta has in store.
Today, we're excited to share with you more about our plans for our next rework project for Euro Truck Simulator 2, Project Benelux! The name Benelux is derived from the first letters of each country's name, Belgium, Netherlands, Luxembourg, each of which will be reworked from scratch.
Please note: This project is still in its very early stages, and many of the screenshots in this blog post showcase areas of the rework that are still in being worked on and are incomplete. With that said, let's take a closer look at the road ahead!
The rework of the Benelux region in Euro Truck Simulator 2 marks an exciting and long-awaited update to one of the oldest parts of the game's continental map. We spoke with Jan H, Lead of Project Benelux to learn more about the team. "There are 10 map designers, including myself working on this project" Jan explains "of course, there are many others from the Research, QA, Assets, Programming department who are a part of the project too."
The decision to overhaul the region was a natural progression following the rework of German cities. Given the age of the existing map and the many changes that have taken place in real life, the decision was made to completely rework the region from scratch.
One of the most significant aspects of this update is the addition of new cities "You can expect new cities such as Antwerp and Eindhoven," Jan tells us. "Additionally, we're including major road network routes like the A2 motorway, a significant portion of the E40 highway and the scenic N57 road in the Netherlands."
Drivers will also be able to deliver to and from a variety of reworked depots, as well as some new industries such as a sugar beet factory. Don't forget to be on the lookout for new landmarks too!
This rework presents unique challenges for the team, as Jan H explains. "The countries are rich in complex highway infrastructure, waterways, canals, dams, locks, drawbridges and more. The landscape is very specific, ranging from the flat terrain crisscrossed by water canals in the north to the dramatic scenery of the Ardennes in Belgium and Luxembourg."
We are sure this project will breathe new life into an important part of the Euro Truck Simulator 2 world. Players can look forward to a region filled with new sights, landmarks, routes and a more faithful depiction of one of Europe’s most fascinating regions.
We look forward to sharing more news and preview about this project in the near future. Until then, be sure to keep up to date with the latest by following our socials on Twitter, Facebook, BlueSky, and Instagram, and by subscribing to our Newsletter! Til' next time, keep on truckin'!
https://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/
At SCS Software, we love celebrating the passionate individuals who bring our trucking simulators to life. Today, we’re excited to feature a dedicated content creator and truck-sim enthusiast, Mark Armstrong. Mark has built an impressive setup and a thriving community (Armstrong Gaming) around his love for virtual trucking, making him a well-known figure in the simulation world. Let’s dive into his journey!
“I am Mark Armstrong, I am from the northeast of England, born and raised. I currently am 34 and I'm a huge driving simulator enthusiast!”
Before discovering his love for trucking and simulation gaming, Mark was an avid cyclist, riding competitively with his father. His dad wasn’t just a parent, he was a best friend and mentor. They shared a passion for road biking, mountain biking, and trials-riding, always pushing each other to be better. “My dad was more of a friend than a dad, really. He was my riding partner, my motivator. We did everything together, whether it was fixing bikes in the garage or hitting the roads. He was always there.”
However, a severe accident at 20 years old changed Mark’s path, leaving him unable to continue cycling. Looking for a new passion, he turned to gaming, a decision that would shape his future. “I had a severe accident, which caused me to be unable to ride... I was housebound and I actually sat one day on the sofa and made a joke about 'Farming Simulator' and then for Christmas, my wife at the time and my dad actually got me the game, and that's where it all started.”
From there, Mark quickly became engrossed in the simulation gaming world, exploring different titles until he discovered Euro Truck Simulator 2 through a friend, which he instantly loved. His passion for virtual trucking led him to build his first simulator setup, starting with a basic wooden rig and an affordable steering wheel. “I started on a wooden shoe rack that I took apart, put it back together into the shape of a simulator, and bolted a seat from a Renault Clio onto it. Then I put a 30-pound steering wheel on. You don’t start where you end up, you have to start small.”
His love for simulation extended to American Truck Simulator, where he developed a deep appreciation for American trucks, particularly the Peterbilt 389. “I like the big chrome, big shifter, laid-back seating position. That’s what I like. But as soon as I go on ETS2, I want to sit like a Scania driver, so I change everything around.”
Mark’s journey into content creation was heavily inspired by his father, who had experimented with uploading RC tank videos to YouTube. “My dad mentioned one day, 'Start a YouTube channel, record some videos, bring them to my house, and I'll upload them for you because I have internet.' Brilliant. That’s what I did.”
Over time, Mark transitioned into livestreaming and built a loyal following. His father played a huge role in this, not only as a supporter but as a gamer himself. “My dad was gaming before I even was. I remember him getting into Colin McRae Rally back in the early 2000s when we still had dial-up internet. He was always ahead of the game, even buying a new graphics card every few months since the technology moved so quickly. He swore he’d never get back into gaming, but when I started trucking, he couldn’t resist joining me again.”
Mark’s father became an integral part of his streaming journey, joining in on multiplayer convoys and even taking over the channel occasionally. “He loved it. He went full in, bought himself a full gaming rig, triple monitors, everything. He would take over my streams so I could take a break. He was just as passionate about it as I was.”
Unfortunately, in November 2023, Mark’s father passed away unexpectedly. The loss was devastating. “Losing my dad was the hardest thing I’ve ever faced. We had built so much together. He wasn’t just my dad, he was my best mate, my biggest supporter. And suddenly, he was gone.”
Mark not only lost his father but also his home, as his dad had taken over financial responsibilities after Mark’s wife left.”After he passed, I lost the house too. I was basically homeless for five months, bouncing between friends' houses and staying with my 91-year-old Nan. It was a hard time, but the community kept me going.” Despite the immense personal challenges, Mark continued to stream, leaning on his audience for support. He eventually found a new home and rebuilt his studio, determined to carry on his father’s legacy.
Mark’s current setup is a testament to years of dedication from both himself and his father. His simulator consists of a triple 65-inch 4K 120Hz TV setup, a SimMagic Alpha Mini wheelbase, and a collection of truck shifters built by a dedicated community member. For those who have had the pleasure of tuning into Marks stream, you'll know his streams almost look like the real deal! “I stream in kind of a POV style, I have my GoPro camera located behind me, like your sitting on the bunk in the cabin. It gives you that aspect that you’re driving with me.”
While Mark’s simulator setup is already impressive, he always looks for ways to improve. “The simulator side of things is limited, because I want my community to be able to enjoy the view and setup as much as I do. If I were to set it up just for me, I’d make the rig a lot more enclosed and immersive. But I choose to balance it so that everyone can enjoy it”
With over 300,000 followers across YouTube, Twitch, TikTok, and Discord, Mark has built an incredible community. He credits his audience for keeping him motivated and finds joy in interacting with fellow truck sim enthusiasts. “The community has been fantastic. People think you need emotional or financial support, but you really don’t. If you turn your stream on and there are 10 people there in a happy mood, that’s my support.
Mark also tells us of how the kindness of one of his followers led to a relationship, “One of my subscribers, Mitch, very kindly gifted a Fanatec McLaren wheel for my setup. Through my streams, he met two other community members, one who became a very close friend, and the other he recently became engaged to; our community really is special”
Streaming is more than just a hobby for Mark, it’s his full-time passion and job “I can never drive in real life, so I am literally driving for a living through my channel, which is amazing. If you’re looking for a community to join, we are very, very laid back, and we'd love to have you join us, whether you choose to just watch or drive along with us.”
For those looking to follow Mark’s adventures, you can find him streaming on YouTube and Twitch under ArmstrongGaming. “We don’t have a set schedule because of my health. But we go live when we can and as much as possible. We just keep things very calm and collective, no drama, just trucking with friends. Thank you, Mark, for sharing your incredible journey with us! Keep on trucking, and we’ll see you out on the virtual highways.
Has Euro Truck Simulator 2 or American Truck Simulator played a vital role in your life? If so, we'd love for you to share your story with our community! If you're interested, you can contact us on X/Twitter, Instagram, or BlueSky!
In today's blog, we take you to the north of Europe again with another behind-the-scenes look at the Nordic Horizons DLC! This time, we have a preview of some of the beautiful churches you will come across on your travels through this upcoming map expansion for Euro Truck Simulator 2.
From historical landmarks to modern masterpieces, you will find some amazing architectural gems in the northernmost part of Europe. Our asset and map designers have done an incredible job recreating these churches, taking inspiration from their real-world counterparts. Among the older ones, you might recognize the Trinity Church in Vaasa. Can you identify some others?
These sacral buildings often dominate their environment. You don't want to miss out on those beautiful structures when passing by in your truck! The architecture of the more modern ones is quite unique and impressive - take a look at the Arctic Cathedral in Tromsø or the church in the city of Geilo - but there is more to discover!
Whether built centuries ago or in recent decades, these churches are not only a religious place but also an architectural heritage of these northern countries.
We hope you have enjoyed this little sneak peek into this upcoming map expansion for ETS2. If you are excited about the Nordic Horizons DLC, make sure to add it to your Steam Wishlist! Stay tuned for more updates by following us on our Twitter, Facebook. Instagram, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. And be safe on the road!
https://store.steampowered.com/app/2780810/Euro_Truck_Simulator_2__Nordic_Horizons/
Today, we are happy to take you for another look Under the Hood! This time, we bring you an interview with some of the members of our team who are working on the redefined cargo system for both ETS2 and ATS in the upcoming 1.54 update. So without further delay, we'll let the experts explain what this new system is all about and take you behind the scenes of their work!
As our games continue to expand, the number of cargo types and trailers has grown significantly, making the old system increasingly difficult to manage. To understand why a change was necessary, it helps to look at how the previous system worked.
Until now, what seemed like the game combining a trailer with cargo, such as a piece of machinery, was actually a manually created model, with each trailer-cargo pair stored separately on disk. This approach required an enormous number of unique models, making it harder to add new content efficiently and taking up disk space.
Programmer Simon, also known as 50keda, who worked on this task from the very beginning, explains this in more depth.
"In our world, every cargo must be attached to a trailer in some way. The way cargo is visually linked to the trailer, including the chosen model for loading, is part of what we call the cargo system. This system manages how visual models of cargo are connected to the appropriate trailers, playing a role in the broader economy. As our projects expanded, the number of cargo and trailers increased to the point where the older approach became unsustainable. Managing the growing combinations of trailers and cargo became overwhelming, leading to longer release times and affecting the order in which new cargo and trailers could be integrated," he shares with us.
Smety, our Senior Vehicle Artist explains that this issue has been a growing problem for some time and needed solving. "Things were getting complicated with the arrival of new cargo and a lot of new branded trailers to the game. Each cargo was attached to all trailers of that type, meaning if we had 3 flatbeds, we also needed 3 specific cargo models - and every cargo variant usually has two or three visuals. Plus, we have branded trailers so the combinations were reaching huge numbers. I had the task of reworking the trailers."
Our goal was to simplify the process of connecting new cargo and trailers, eliminating the need to manually manage their combinations, as Simon explains here: "We could achieve this by having the code automatically merge cargo and trailers based on simplified rules, rather than creating separate models for each trailer type. This means that each cargo will define its own model, loading methodology, and lashing method. While this approach may have some initial challenges and might not be perfect at first, it lays the foundation for future expansion and improvement. For example, when loading cargo programmatically - such as a pallet - you will only need to model a single pallet. The code will then determine the correct number of models and position them on the trailer according to the chosen loading methodology."
So the new system's biggest advantage is that it no longer requires our 3D artists to manually create pre-baked trailer-cargo pairs. Instead, it dynamically matches any compatible trailer with any compatible cargo, procedurally decides its placement and generates believable lashing elements which will make the work of our vehicle team much easier.
Our producer, Karel, coordinated the project and played a key role in overseeing its progress, helping to ensure a smooth completion.
Karel - Producer
"When I joined the development team, I was initially just curious about how wooden logs would be handled in the new system, as I was mainly working on a related feature which is the dynamic cargo (un)loading. However, when I realized the massive amount of work required - replacing thousands of combinations of cargoes and trailers with just a few hundred "smart" ones - I took over production responsibilities so Simon could focus primarily on development. This included providing time estimates, planning, tracking progress, getting more 3D graphic vehicle designers and testers involved, scheduling the release, and more. And of course, a huge shoutout to our QA team, who took on the heavy task of testing all combinations and reporting countless issues," Karel shares with us.
Naturally, we also had to rework the cargo models to ensure they function seamlessly with the new system, which automatically pairs cargo with trailers. Matěj, our 3D Graphic Vehicle Designer, took on this task.
Matěj - 3D Graphic Vehicle Designer
"Instead of creating six or more different cargo models, I designed a single version and, when necessary, split it into multiple variants for more diverse cargo - such as two versions of air conditioning units. After finalizing the model, I checked to ensure everything was in order and placed special locators to define how and where the cargo would be secured to the trailer. The system then dynamically distributes the cargo based on its size and weight and the trailer's length. This new approach simplifies the creation of cargo models and allows for greater variety in the game," Matěj tells us.
Petr, another 3D Graphic Vehicle Designer on our team, is working on the same task - and, in his own words, he's enjoying it.
Petr - 3D Graphic Vehicle Designer
"I joined the New Cargo System project between August and September, working alongside Smety and Simon. My primary task - then and now - is converting existing cargo into the new system. It was an exciting shift for me, moving from 3D modelling to actively developing a new game feature, which I found both stimulating and fun," says Petr.
Our programmer, Max, played a key role in integrating the new cargo system into the games' economy, among other tasks, as he explains below.
Max - Programmer
"The main part of my work on the new cargo system was its design and connection to the rest of the game. Automatic placing and lashing of independent cargo models should simplify any modelling work for the future. Recalibrating the economy data ensures it should work with all current cargo and trailer combinations. There are some issues remaining, so we definitely have plans for improvements for the next time," Max says.
This change will significantly boost the work of our vehicle team as it allows them to create even more cargo and trailer combinations as we continue expanding our games. While there may be issues in the first iteration, it's a worthwhile goal to refine the system, as it not only improves efficiency but also saves disk space and memory by eliminating the need to store countless pre-made combinations.
Simon teases that this project may lead to other possibilities for both of our games. "For now, we're focusing on reworking all cargo and trailers to be compatible with the new system while ensuring they look visually believable. That said, the cargo system opens the door to countless possibilities. This project will definitely be integrated with dynamic cargo (un)loading, and we aim to improve the way we calculate how many items can fit on a trailer. Currently, the logic is fairly simple and won't be accurate in every case, but it already showcases the system's potential. With a bit of imagination, this could even lead to some level of player interaction - but we'll see where it takes us."
We hope you enjoyed this behind-the-scenes look into the new cargo system from the point of view of our colleagues who work on it. Make sure to stay connected with us for all future updates by following us on Twitter, Facebook, Instagram, Bluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. We'll see you on the road!