With the demand for shipping higher than ever before, drivers on the road are not the only ones feeling the pressure when it comes to making on-time deliveries. Whilst the logistics of railroad operations is completely different to those of a trucker, neither party would be able to operate without the other. And as the railroad network often closely follows the roads, one could say trains are sometimes well-known company on a trucker's journey through the lands, hauling important cargo side by side.
In our upcoming Wyoming DLC for American Truck Simulator, drivers will be able to contribute to the maintenance of the locomotives that serve the railways and deliver important rail parts from one of the biggest rail yards in the US!
Located in Cheyenne, this Railyard Depot holds everything from spare parts to service bays for the hundreds of locomotives that ride on its rails every year. Cheyenne is also the home base for UP Big Boy 4014 from Pomona. "Big Boy," the largest steam locomotive in the world!
Drivers will also be able to deliver to railroad construction sites where tracks are being built for future routes or being repaired.
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So while it may seem a little frustrating to be held up at a railroad crossing, remember the train driver is much like us truck drivers! Always on the move and delivering essential goods, products, and more across the country.
If you would like to help keep the hype train moving, then be sure to add Wyoming to your Steam Wishlist!
Located in the northwest corner of the U.S State of Wyoming, you'll find the town of Jackson, the gateway to the Grand Teton National Park.
Framed by four elk-antler arches, the Town Square is the picturesque centerpiece of Jackson. It serves as a meeting place for shopping, dining or just somewhere to relax. Attracting more than 3 million visitors a year, Jackson boasts one of the best skiing locations in the state and is home to three ski resorts.
[table][tr][td][/td] [td][/td][/tr][/table] Characterized by 19th-century log cabins and Western-style architecture, travelers visiting Jackson in our upcoming Wyoming DLC for American Truck Simulator, will surely enjoy all that the town and its surrounding areas have to offer.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table] But not every visitor to Jackson is visiting for leisure. The town features a good variety of industries that support the local economy. From farms to local businesses, truckers will find no shortage of jobs delivering to and from this scenic area.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table] Already making plans to visit Wyoming in American Truck Simulator? Then make sure to add Wyoming to your Steam Wishlist! It really helps supports us in the development and release of our upcoming content. We thank you for your support.
With lots of testing, feedback, fixing, and fine-tuning, we are excited to announce the highly anticipated arrival of update 1.40 for American Truck Simulator!
We'd like to thank all those who took part in the 1.40 Open Beta, made bug reports, and provided general feedback on this new version. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.40 update for ATS?
[previewyoutube="chxXc3OVukw;full"] Lets us give you a quick recap of the most significant changes.
New Visual Lighting System
One of the biggest changes you'll notice when you first hop into your truck cab is the implementation of our new visual lighting system.
[previewyoutube="glv8ONotnKM;full"] To prepare for this new lighting system, our teams had to make a lot of changes not only to our graphic renderer, its code, and other functionalities, but also to existing in-game world objects; including a majority of the in-game assets, textures, and materials to better work with the new physical model of the new light system. If you've missed our special and in-depth article on this topic, you can make yourself a big cup of tea/coffee and read it here.
We are very excited for you to be able to experience and immerse yourself in driving in the new light. The result is the culmination of a ton of hours by our programmers and visual effect artists and many other teams involved in the creation process of this new system. And even after this tremendous amount of work already spent in this area we are still not completely done. You can expect further changes and improvements to be done in the future. So while the open beta is done, we are still open and more than happy to get your feedback and opinions about this new graphics upgrade for our games.
Extended Chassis Update
Our vehicle team has worked hard to bring you a range of long and short chassis types, allowing you to customize your truck for the job at hand. This update will feature 4x2, 8x4, and 8x6 chassis types which are used for a range of different trailers.
[previewyoutube="HcqdD7Q1i0E;full"] 4x2s, also known as single-axle trucks, are frequently used for local distribution deliveries by supermarkets and by logistic companies for hauling doubles. 8x4 and 8x6 chassis are the big guns of the heavy-haul industry and can handle just about any load you decide to take on. All of these new options bring more variety to you - the driver! We hope you enjoy this awesome addition to 1.40!
Here's a full list of all the new extended chassis options now available in 1.40:
Freightliner Cascadia: Day cab 4x2
Mack Anthem: Day cab 4x2
International LoneStar: Day cab & Sleepers 8x4
Peterbilt 389: Day cab & Sleepers 8x4 & 8x6
Volvo VNL: Day cab 4x2, Day cab & Sleepers 8x4
Peterbilt 579: Day cab 4x2
Kenworth W900: Day cab & Sleepers 8x4 & 8x6
Kenworth T680: Day cab 4x2
Western Star 49X: Day cab & Sleepers 8x4 & 8x6
Western Star 49X Update
[previewyoutube="_3K_4SsxbLc;full"] The Western Star 49X has received 2 additional sleeper cabin options and a grand total of 36 chassis variants, comprising of different lengths and fuel tank options on 6x2, 6x4, 8x4, and 8x6 axle configurations. Also as a surprise bonus, this includes 5 lengths for both the Set-Back and Set-Forward axle configurations! So whether you are on a job long or small, you will have the option to customize your 49X perfectly for the task at hand.
However, that isn't all! The Western Star 49X now also has an array of new parts to customize your truck including new bumpers, quarter fenders, mud flaps, hood mirrors, sun visors, grille guards, and different interior colors. We will also be bringing 3 new gearboxes in this update, the DT12-V (in direct-drive and overdrive configurations) and the DT12-VX. We hope this pleases drivers who prefer a more realistic option for their gearbox.
New Mexico & Oregon DLC Viewpoints
Back in October last year, American Truck Simulator saw the arrival of viewpoints to the states of Washington, Colorado, and Utah after their popular debut in Idaho! Today we are happy to share with you that 1.40 sees the introduction of new viewpoints to the states of New Mexico & Oregon.
For newer players of our titles, Viewpoints are certain spots found across the map, where drivers can activate a special in-game cutscene with a short showcase of a near location or place of interest. These can be found displayed as a grey question mark on your GPS, so be sure to stop and discover them on your journeys.
You also have the option to skip the viewpoint or replay it if you wish to watch it again. From populated cities to historic monuments, each viewpoint highlights a point of interest or industry, so make sure to discover them all!
Changelog:
Visual:
New visual lighting system
Map:
New viewpoints in New Mexico & Oregon DLC's
An overall update to road signage
New service signs added to CO, ID, UT, and WA
New fast food brands introduced to several other locations outside of CO
Vehicles:
New 4x2, 8x4, and 8x6 chassis
Western Star 49X update including sleeper variants, set-back configurations, and new customizations
UI
Full-text city/company search in the job selection screen
Improved vehicle adjustment menu (F4)
Wyoming: Truck Stops
Truck stops provide fuel, food, and a place to rest not only for truckers but for other visitors too. Found along the highways of America, stopping at some of these large plazas with multiple amenities have become the new normal for drivers, with famous chains becoming more well-known among frequent travelers.
In Wyoming, officially nicknamed the Equality State, you and your wheeled partner will come across many stops, large and small, which cover chains of different brands. Make sure to visit them all. You never know what you may find on your next fuel stop!
Taking a rest stop? Why not take a moment to add Wyoming for American Truck Simulator to your Steam wishlist while your tanks are being filled? It really helps to support us with releases of our future content. Thanks!
The changes that we are introducing with the 1.40 update for both American Truck Simulator and Euro Truck Simulator 2 have been visible to the public for some time now, in the currently still ongoing Open Beta builds. By far the most visible change is the new lighting system, which has turned out to be the largest graphical rework for us in years. In today's blog post we would like to reveal more about what we have been through to make this change happen; let's take a look under the hood once again.
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Let there be light!
Our 3D engine's approach to representing light and color in scenes - and in the rendering buffers that end up being displayed on-screen - has been established over a decade ago. It was an era when the state of the art was to represent all RGB values in the 0-255 numerical range, to fit inside a byte of information. That's how all values were defined, whether in a texel of a texture map (the "skin" of a 3D object, a tree, vehicle, or skybox), or in the encoding of a light source's intensity (from a vehicle's tail lights to street lamps, all the way to the sun intensity), and combining all these in the rendering stage into a pixel; it was again the representation in the display buffer to be shown on the screen, with only 256 shades of each base color.
In recent years, the explosion of available memory in 3D accelerators, the progress in computational power, and flexibility in shading languages for programming 3D cards' operations on fragments have opened the way to store and compute color and light values at much higher precision and range - with floating-point numbers. Instead of just layering color filter operations, which was, essentially, all the tricks that we had available in the 8-bits per color component era, the switch to using real numbers is quite a revolution in how a game engine can truly represent light sources in realistic ranges and ratios. In the real world, the difference between a light bulb's intensity and the sunlight is many orders of magnitude. If we are able to store the intensity values of light sources properly, and more importantly to perform all the light vs. surface operations at their proper ranges of values, without a major loss of precision, we can do true high dynamic range (HDR) light in the graphics pipeline. When we started experimenting with the new technique some 18 months ago and saw the first results, there was no way back for us, we knew we wanted this in the engine.
We had to start with the light sources (and for a while, we were hopeful that this will suffice). Each and every light source is now defined with a realistic value gleaned from real-world measurements (we have done a ton of sampling with a light meter over various daylight and weather settings) and reference tables. In reality as well as in the game world now, tens of thousands of lux units now brighten day scenes, while at night the ambient brightness approaches just a few lux units. Basing all light source values on reality gives us way more confidence as opposed to the old days when a new light would just fit into the system. It's no longer a question of should it be a 150 or 170 with no actual meaning to the values. Now we know and have tables to pick for a street lamp or a neon light at a gas station. In light computation formulas, we can now go with proper quadratic drop attenuation, to have lights behave in a physically-correct manner. With the higher precision, we can even go as far as introducing a small random variation in light intensity to otherwise identical light sources, to simulate a street's night feeling better, without having unnaturally-identical lamps.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table] When all the internal light computations are done, we have to adjust the resulting values for the screen by emulating camera exposure. Much like a modern camera in your mobile phone, we need to take all the rich values and variety of incoming light - sun or shade, early morning, high noon, dusk, or deep night - and "squish" or "expand" the values into the range appropriate for the screen. Our exposure emulation system has a critical impact on the final look and feel of the game - it's partly physics, but also partly about a subjective artistic feeling too. It has to be adjusted dynamically not just based on incoming light from the game world, but it also has to take into account the difference between the light inside and outside of a vehicle's cabin, to allow dashboard instruments to be legible. The human eye is an incredible creation, able to adjust and adapt to a vast range of light intensities as focus switches between objects. We had to use a lot of smart math when analyzing the light histogram for each frame and between frames to fit all these values into the screen's inevitably limited dynamic range and color gamut, in order to make everything that's portrayed both believable and discernible. Some improvements were a cherry on top, like the fact that with the internal range of floating-point buffers of cube maps, we can have much shinier reflections off of glossy surfaces, such as water bodies, glass, or car paint. We have followed this development path in a small team happily until the realization that while the intermedia results were promising, we won't be able to pull this off without re-balancing ALL the existing materials/textures on all game objects. When a ray of light is cast on the surface of any object, what is reflected or refracted depends not just on the properties of the incoming light, but largely on the properties of the object's surface. Over the many years of development, we have accumulated tens of thousands of textures, some from photographic sources at various settings, some painted by hand, some through the process of procedural generation in various smart tools. As the years went by, the authoring of these sources has been subject to various schools of thought, or different creation pipelines, but the "old light" system was held together by the proverbial duct tape and was in any case imprecise enough to reveal certain imbalances that were present. The new exposure emulation system is way more sensitive and simply requires physically correct brightness albedo values. Our concrete surface can no longer be some sort of grey, and a tree cannot just be nice and green. And that was when a vast majority of our art team had to be involved for a major overhaul.
Once our small pioneering cross-discipline team implemented all of the necessary code and GPU shader changes, which took many months of experimentation, we had to involve a lot more people. First, we had to readjust all the light sources in the world and any vehicle lights to the new logic. In some cases, it was a relatively trivial numeric conversion somewhere in a table. In others, it may have required a map designer to revisit a particular location to make the manual adjustment. In many cases, it meant that a game object like a whole factory or delivery yard with pre-defined light sources had to be re-opened, adjusted, and re-exported again in a 3D tool like Maya. We are talking thousands and thousands of such retouches, in some cases involving not just a few dozen "numbers" defining lights, but also major changes to lightmaps of the objects, where fake shadows and light effects were "baked in" for a better look in the old light system. Finally, for some weeks, the majority of all our teams had to stop working on anything else related to our future projects, and go over all the game objects, vegetation, vehicles, and effects; re-balancing things, again and again, to sync them on a shared agreed-upon albedo reference table. We had to revisit the fundamentals of many sub-systems, very notably the vehicle lights and bulbs taking many iterations and fine-tuning to make them look good at various daylight settings. We have a new set of skyboxes at a higher resolution, and a slightly richer variety of weather, too. Ultimately, no stone was left unturned, as we had to evaluate and adjust every single element of the games.
The new light system and the start of our new physical light model is a critical step towards a complete and better physical model of the whole world in our games. We are not quite there yet with true physically based rendering, but the 1.40 update represents a major step in the right direction. Cleaning up the old art and basing all light intensities and operations on fundamental physics make future systemic work in this area finally possible. As with many things in long-term development, while this step is a minor revolution, it is at the same time only a milestone towards a bigger vision.
[table][tr][td][/td] [td][/td][/tr][/table] From the graphics artists' point of view (but this applies to mod authors, too!), we are introducing a new concept of creating and keeping all game art "in check" and in balance with the rest of the art. Materials based on photos, frequently used as sources of in-game art, now have to go through a calibration process before they are applicable, otherwise one may end up with a surface that is either too dark or too bright, affecting the exposure and the perception of the general scene. Often, it's worth exploring alternate material creation methods, like the high-resolution procedural generation in tools like Substance Designer. More trust is placed into the engine's rendering system now; rather than faking and baking subtle shadows and light effects into models. Between new light and SSAO, our shader code now plays a greater part in creating the final look; this results in a bit less responsibility, control, and possibly work from the artist. This may be both good and bad depending on what one is trying to achieve in each particular case.
[table][tr][td][/td] [td][/td][/tr][/table] As with each major change, there were a ton of teething problems, a lot of dead-ends to reverse from, and the amount of effort we have been through far exceeded the expectations we had a year ago. We still have a bit of Open Beta ahead of us to iron out the last few wrinkles. But even now, we are very confident that the changes are worth all the hard work. Just wait until you drive your truck in the early morning hours along with the coast of Italy, or on a nice late afternoon in Sweden, in a drizzle in Washington state, during scorching noon in Spain, or pulling into a well-lit truck stop deep into the night. Through all the process of changes, we tried our best not to cause any major increase in the load on the CPU or GPU. A few of the new effects have a slightly higher performance cost, but overall we believe the changes are very well balanced, or allow for sensible trade-offs in game options, to keep the performance acceptable. We definitely do not want to lose players and fans that play our games without the newest hardware by pushing too hard on graphical effects. We are looking forward to bringing you further improvements and new features, so hold on to your steering wheels!
More of a fan of changelogs? Let's look at:
The major internal changes
The scene is lit using real-life intensities (illumination: tens of thousands of lux for the daytime, tens of lux at night)
To get light ratios into play - the rising sun overpowering street lamp lights and truck headlights, etc. This means we had to adjust all light sources and also readjust every emissive material in the game.
We have a new display mapping function for better artistic control (exposure, contrast, toe, shoulder)
We needed to get those real-life intensities onto the computer screen in a similar way as a camera's exposure works.
Improved and more sensitive histogram for exposure selection
This is due to the actual exposure being selected differently in every scene, and this varies also with differing light levels and the current weather type.
We have switched light sources to a more physical attenuation ('inverse square falloff').
We are in the process of switching to a physical-unit-based configuration to reduce guesswork.
But also many smaller visual tweaks
Relightable reflection
Reflections in shop windows and smooth surfaces better matches the time of day and weather
Improved reflection behavior
On truck paint, shop windows, and glass in general
Sun horizon shadow
Visible when the sun rises or sets
And a zillion other small tweaks, fixes, and changes.
As you can imagine by now - all this has been a tremendous amount of work for our team. The initial bright spark (pun intended) that made this all possible came from a small team of programmers and a visual effects artist (pictured below). They have kept hacking, iterating, and laying out plans until the whole team had it "easy", and all that was left to do was just to throw in many years of additional man-hours to adjust everything to the new logic.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td][/tr][/table] The new light system, just as the implementation of FMOD support for the SFX part of our games, is still under further development, polishing, and tuning. And there is still a lot of work ahead of us. At this juncture, we feel that it's already more or less in a presentable shape, and you may experience it too if you decide to give it a try in an open beta build right now on Steam.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td] [td][/td][/tr][/table] So please, if you'd like to help us - put on your favorite sunglasses and help us catch the perfect sunrise! We're looking forward to reading your thoughts and opinions on the new light system. Thank you very much!
Introducing Texas
With all the excitement surrounding the development and upcoming release of Iberia and Heart of Russia, we thought we'd share some news for our American drivers too! Today, we are happy to officially announce the development of an upcoming DLC which we originally showcased and teased during our most recent Christmas Special Stream. Please give a big howdy to...
As the second-largest U.S state both by area and population, the Lone Star State offers a wealth of unique attractions and landmarks for visitors and residents alike. From the cities to the coastal beaches, mountains, and desert, Texas is both geographically and culturally diverse.
Texas is also one of the top U.S states for business! Texas boasts the second largest economy in the U.S., behind only the State of California, with an enormous number of companies and industries. From livestock to energy and aeronautics, Texas has plenty of jobs to keep drivers out delivering on the roads all year round.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td][/tr][/table] We are excited to confirm that we have two U.S. states under full production, as our production pipeline continues to speed up and our team grows. Whilst the Wyoming DLC is a little further along production-wise, it should be emphasized that the Texas DLC is still very early in development. Being one of the largest U.S states, it will bring its own challenges during the various stages of production. Whilst we know many of you are very excited about this HUGE addition to American Truck Simulator, we cannot commit to a release date that is within the year.
So get your lasso ready and catch all the news by checkin' back on this here blog and by wishlisting Texas on Steam! It really aids us with the development and release of our upcoming content. We appreciate the support from ya'll.
From towering, snow-capped mountain ranges to world-famous national parks, Wyoming is a state of rugged natural beauty. Whilst admiring the scenery on your delivery, it's important to remember the reason for your journey! Let's take a closer look at some of the key industries that will be featured in our upcoming Wyoming DLC for American Truck Simulator.
Before we dive deep into this topic, we'd love to remind here that the Wyoming DLC is still in a very early phase and that everything shown here is still very much in a 'Work in Progress' stage, as you can probably tell from the screenshots below. But we thought it might be good to let you know how some of the prefabs look like when they are being created. As you will see on some of the shots here, our teams use special markers placed on them to decide where future job trailers will be spawned (green), and where the parking options are, with red for the most difficult one, yellow for medium difficulty, and blue for the easy parking option.
As one of the least populous and least densely populated states in the United States, Wyoming has a lot of open lands. This makes it a perfect location for the agriculture industry, which is of the state's largest contributors to the local economy.
While crops, fruits, and vegetables make up a large percentage of this industry, the production of beef is the largest part of Wyoming's agriculture sector. Many of the cattle are usually sold and exported around the world from Livestock auction houses, which will be one of the new industries arriving to Wyoming for American Truck Simulator.
Another form of logistics that is prominent across the state is the railroad. Wyoming railroads date back to the Union Pacific when the railroad reached the state’s eastern fringes in 1862; today, these serve as an important connection within the United States. Drivers will be able to contribute to the maintenance of the locomotives that serve the railways as you deliver important rail parts to and from the Rail Supply Depot, as-well delivering and picking up cargo from the freight trains that arrive daily.
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td][/tr][/table] The mineral extraction industry is Wyoming’s most important industry. The industry remains a major economic driver of the state and is one of the top contributors to the local economy. One such example that will be included in our Wyoming DLC will be the Soda Ash Mine located near Rock Springs. This has been created as a replica of our reference.
Chemical plants and quarries will also be other locations where drivers can pick up and deliver various parts and materials from. These loading points are always located on the edge of the refinery or quarry to keep drivers safely away from the active mining areas.
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Another type of vehicle you'll find working around the quarries are dump trucks. Drivers will have the opportunity to haul dump truck parts and bodies to and from a manufacturer to industries that require their use!
[table][tr][td][/td] [td][/td][/tr][/table][table][tr] [td][/td][/tr][/table] These are just a handful of the many industries you'll be able to discover and deliver to and from in our upcoming Wyoming DLC for American Truck Simulator! We look forward to sharing more development updates with you in the near future, but until then, make sure to add Wyoming to your Steam Wishlist! It really helps support the development and release of our expansions, thank you.
Towards the end of January, we introduced to you #HaulingHope, a World of Trucks event focused on recognizing the selfless drivers and support crews that are working hard to deliver COVID-19 vaccines around the world. Today, after an event extension and over a month later, hundreds of thousands of truckers from our Euro Truck Simulator 2 and American Truck Simulator community have participated in this special and memorable event.
The task was to complete 7 deliveries, undamaged, using our special #HaulingHope trailers, which many of you achieved in the first few days of the event! For us, this was an inspiration, as we always love to see how the community comes together for these special events, especially when centres around such an important subject. We thank you for joining us in paying tribute to those around the world working hard, day and night, to deliver everything from important life-saving equipment to our groceries, during this challenging time.
So, how far did our drivers travel during this unique event? Let's take a look at some of the stats!
Incredible work truckers! We cannot thank you enough for your support. It really does bring a lot of joy to our team to see how much you enjoy participating in these events. We hope you ride with pride with your newly acquired and well-deserved Hope Trucker Hanging Accessories.
#HaulingHope Extended!
Dear #BestCommunityEver, we trust you all gained some well earned relaxation this weekend, and with today being Monday, we thought we’d kick it off with some good news. Although the fight against COVID-19 continues, the worldwide vaccine rollout is now entering full swing, and so is our #HaulingHope event!
So far, almost 100,000 American Truck Simulator and Euro Truck Simulator 2 truckers have reached their personal goal of 7 deliveries in our special #HaulingHope event, with thousands more already past the halfway mark - so close. Not to mention our social media profiles are still receiving a lot of amazing posts under the #HaulingHope event.
So, in an effort to give those players some more time to finish their personal goal, and continue our salute to the real truckers and support crews out there on the front line, we’ve decided to extend the #HaulingHope event until Monday 15th February 23:59 UTC!
ATS 1.40: Western Star 49X Update
Today we are excited to share with you some more detailed news from a teaser we showed during our traditional SCS Christmas Live Stream, which featured a variety of exciting news and upcoming content that is Work in Progress. With the exciting release of the Western Star® 49X in September 2020, we mentioned that 'larger sleeper variants will be added in time' and today; we are excited to share with you those said updates and more that have been rolled out with the 1.40 Beta for American Truck Simulator.
[previewyoutube="_3K_4SsxbLc;full"]
If you were in the co-driver seat on our special Western Star® 49X Update stream yesterday, then you already know what new options and awesome parts are coming for this truck. But if you have missed our live session full of fun, jokes but also a lot of in-depth info on this truck - don't fret because you can watch its recording right now on our YouTube channel.
[previewyoutube="6TOFT0eJWSA;full"]
We are happy to share that the 49X will receive 2 additional sleeper cabin options and a grand total of 36 chassis variants, comprising of different lengths and fuel tank options on 6x2, 6x4, 8x4, and 8x6 axle configurations. Also as a surprise bonus, this includes 5 lengths for both the Set-Back and Set-Forward Axle configurations! So whether you are on a job long or small, you will have the option to customize your Western Star perfectly for the task at hand.
However, that isn't all! The Western Star 49X will also receive an array of new parts to customize your truck including new bumpers, quarter fenders, mud flaps, hood mirrors, sun visors, grille guards, and different interior colors. We will also be bringing 3 new gearboxes in this update, the DT12-V (in direct-drive and overdrive configurations) and the DT12-VX. We hope this pleases drivers who prefer a more realistic option for their gearbox.
We look forward to seeing how you will upgrade and customize the 49X. Be sure to share with us your new configurations with us and Western Star on our social media channels (Twitter, Facebook Instagram) We'd love to see them!
Western Star is a trademark of Daimler Trucks North America LLC and is used under license to SCS Software s.r.o.