Dear community,
since we want to make patches available to you directly instead of handing it over to quality assurance before, we have created a separate Steam branch that you can activate on your own. This is so to speak a “branched off version” of the official version.
How to activate the “Public Test Version”:
- Right click on TransRoad: USA in your Steam library.
- Click “Properties”.
- Click on the tab “BETAS”.
- Choose “public_test_version” from the dropdown list.
Steam will now add a download for TransRoad: USA to the download queue.
Generally speaking, savegames will not be downwards-compatible.
For example, the Public Test Version is v1.0.8b1, and these savegames will not be compatible with the v1.0.7 official version!
If you have started a campaign before v1.0.9b2, we have to ask you to begin a new campaign because of corrupted campaign data, containing wrong data about quests that have been finished or need to be waited for.
Performance:
- We improved the overall performance and minimized lags during the game.
- We removed unnecessary raycasts of user interface elements.
- We removed unnecessary mesh colliders, for example on the highway intersections.
- We reduced the resolution of the terrain collider, needed for the camera.
- We added static batching for some 3D models.
- We reduced draw calls on the animated flags.
- We cleaned up the roadnetwork system, containing too many game objects.
- We reduced raycast lengths of trucks, NPC cars and farming machines.
- We improved the map marker positioning that avoids overlaps (for the city signs, purple clients, truck shops and depots).
- We disabled animator components of inactive objects, which still caused some overhead.
- We warmed up all shaders when the game is loading.
Please consider switching off VSync in the options menu for higher performance. This may have a very noticeable effect on your FPS.
Turning down the amount of NPC cars in the options menu may improve your performance as well. In the options menu, click on “Quality: custom” and then move the slider to the left.
Contracts & Trucks:
- Taking over trucks caused their player ID not to be updated every time, so you might not be able to use them. This was fixed.
- Dragging a truck that is already selected minimized the schedule window. This does not happen anymore.
- Another case of unfinishable contracts has been fixed. This could have been caused by trucks trying to load another pile of freight after having been redirected to a depot.
- Overall, we implemented a lot of “safety nets” for trucks or trailers to disappear, to get stuck in maintenance or for contracts to get stuck on the last trips.
Balancing:
- In v1.0.9b2, maintenance has been made a lot cheaper. In this version, it is a little bit more expensive now, but far away from as expensive as before.
- In v1.0.9b2, the term-based credits have been unlocked at a smaller company value ($400,000 and $800,000). In this version, they have been pushed back a little, namely to $500,000 and $1,000,000.
Other:
- Saving during a campaign story dialogue is not possible anymore. This could have led to blockers in the campaign when loading this savegame or autosave because there are no quests visible.
- The quest mode could get blocked when saving during a quest that asks you to buy a depot in a certain city. Upon loading such a savegame, the quest would vanish and be invisible.
- When clicking on a client map marker, their input and export goods are listed in the lower right panel. The export goods often did not arrange themselves correctly, but instead overlapping. This is now fixed.