It does, i remember pre update the configs with C in them were specified as comfort models, haven't really read the descriptions post remaster though
This really is a problem tho in my opinion, some missions are almost unplayable because the props move so much, they just slide of the truck before you reach your destination… --- Post updated --- That would be so cool!
True, but i feel like this could be streamlined with the "c" and "t" prefixes like it was done before the update. Instead of an 854 150, 854 190, 854tt 300 there could be an 854, 854t, 854tt.
Real Japanese police cars often have English "Police" text in the same location. In terms of JRI theming, it has had a complex past. In its original form, pre-remaster, it was said to be based on a combination of Taiwan and the roads in Jurassic Park. Of course, when license plates were added, it received the strange Hawaiian plates, despite the map not resembling Hawaii at all. While Taiwan would be an interesting setting often overlooked in games, knowing the current political situation, the devs would likely avoid it as I believe they do sell the game in Mainland China (and even have a Chinese language forum for the game). Although I have my own views on the matter, this is not the place for that. During the remaster, that "Japanese Town Test" was added to the files, alongside road signs on the left and abandoned WW2 era military facilities (and a wrecked A6M Zero in the hangar). Notably, the fort on the island was mentioned by one of the developers to be Portuguese I believe, which would be strange as while the Portuguese did trade in Japan, there weren't any forts that I could find. The closest Portuguese forts would have been in Macau. While Taiwan does have some former remaining Japanese buildings (as it was a Japanese colony until 1945 until its handover to the ROC), and the government is still discovering abandoned Japanese military fortifications to this day, with the island having had massive Japanese military presence and bases (to the point of having been repeatedly bombed and firebombed by Allied forces), the left side signage does not fit as Taiwan drives on the right, and the Portuguese never had a presence in Taiwan, as it was historically a part of the Dutch colonial empire (a large Dutch fort is located in Tainan, for instance). I still think that, if anything, JRI is more in line with Amami archipelago between Kyushu and Okinawa. However, according to Hutch, the Japanese theme was just an experiment and nothing came of it. It is unfortunately quite likely that JRI will forever exist in this bizarre limbo of being based on various parts of Japan and Taiwan while still being completely abandoned and featuring the erroneous Hawaiian plates.
only tricky thing here would be ensuring what auto/manual transmission to use on a given config, since some diesels have unique manuals, sport versions have a DCT instead of a regular auto, etc. then maybe also restricting what cars can have an auto or manual (early base D-series might be only manual, but wendover/gm might be only auto) so you'd need to go through and manually define all of those, but otherwise I presume it could use a similar setup to the license plate design.
Maybe if all the configs are still in the game as they are now, but they get "hidden"? So if a car has an Auto and a Manual option, the UI hides one of them and removes the (M) or (A) from the other's title, then just spawn whichever version the player chooses? It could also have some neat options, like a menu option for only spawning manual transmission vehicles by default if the player doesn't choose a transmission type.
If you’re referring to the ones that are XC specifically then yeah that’s cross country but the ones that are just the numbers followed by C are comfort, or TC is turbo comfort
That would trim down the vehicle sector a considerable amount, making things considerably simpler when selecting a vehicle. Another thing that would be pretty helpful is if the car preview changed with the selected color.
If they want to cut down on the configs, the auto/manual configs being cut down to being selected later is a great idea. Secondly, the D-series has some unneeded configs such as the D25 dually -there has never been a 2500 dually, ever, since the payload and tow ratings on them are too low to require DRW for extra stability.
if you do or dont already know, i author KLJP, the current only configuration pack actively being developed for the game anymore, and oh my gosh i YEARN for this level of UI customizability. Especially if modders are able to add more sections as well by just defining a new one in the .json files of the configs you want in said new section. Another thing, it would be brilliant if modders gained the ability to add colors to a vehicles base factory color swatch, so special models with custom paint, etc etc can have paint thats colorable from the config selector UI menu. i doubt you're allowed to speak on this topic.. but are you guys 'in the market' for doing something along the lines of what GearHead1 outlined? I dont see why not, apart from maybe complications, but it would absolutely revamp the immersion and user experience, especially because it falls in line with the immense amounts of detail the game prides itself on. TLDR, Different market configs with fully fleshed out submenus would be awesome lol
Car previews now are basically PNGs, so the devs would need dozens of images per car, not counting custom colors. Either that or a specific 3D rendered to render the car's model in that color. Either way, not great unless there is a solution i am not seeing.
Possibly they could split up different facelifts from eachother. It would really help with something like the D-Series or the H-Series because of the multiple facelifts and body styles.
"Ever wondered what it looks like when we design new things? Here you go. This is a veeeery early concept document about some planned changes to manual gearbox shifting, it's evolving very quickly and I'm not sure at all yet how much of this is actually doable or where we need to take shortcuts. Think of it as an idealized best-case version of what I'd like to see." From Diamondback on the Development Media thread.
Unfortunately without the privileges required to reply to a thread, I can't quote the post. (or I can and I'm blind and just don't see the button )
I love getting a peek behind the curtain at the conceptualization stages of feature development, You should do this more often Also will these systems work differently for wheel vs keyboard / gamepad users?