## [REL] VAK V-Slider + Limetec Trailer B-Double

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Posts: 1743
Joined: 31 Mar 2014 13:49
Location: LoaderTech HQ, Uusimaa, Finland
Contact:
I've been working on a B-double consisting of a VAK V-Slider and a Limetec semi-trailer.

The mod is based on the Limetec V2 By AB 3DSM Customs. If the original author(s) contact me and ask me to remove the mod I will do so.

Images:

Features:
• Advanced Trailer Coupling
• Liftable axles (forward most axle)
• Steerable axles (rearmost axle)
• Skinnable (in a similar fashion as the original Limetec V2 trailer)
• 143 different cargoes with realistic weights
• Compatible with the cargoes from Scandinavia & Vive la France ! DLCs
Planned Features in Future Versions (not guaranteed):
• Adaptation to the new trailer paint job system
• 2-axle version of the V-Slider
• replacement of the temperature control unit of the V-Slider with an undermounted version
Compatibility:
Tested in Euro Truck Simulator v1.28.x.
DOES NOT WORK IN OLDER VERSIONS!

Changelog:
v0.99
• Initial release
Credits:
AB 3DSM Customs (Limetec V2)
Peerke145 (Limetec V2 conversion)
Alang7, Mattias Persson (textures)
abasstreppas (Wheels, Flares)
Kajilius, seppalaka (Technical information)
VAK Oy (Specifications)

Paint Job Templates available here:

Mod Manager load order:

Happy trucking!

DO NOT RE-UPLOAD ANY FILES INCLUDED IN THIS PACKAGE!
This includes uploading any parts of the mod to a file hosting service, uploading of edited material to a file hosting service and posting it on mod forums.
You may however edit the mod for personal use and for personal use only!
If you want to include the mod or parts of it in your mod then ask the author(s) for a permission before doing so and remember to give credit!

Mike7O
Posts: 397
Joined: 06 Sep 2015 16:35
nicely done

I'm not sure if I did something wrong, but I had to take the text.dds from the "first" Limetectrailer to this template to get my lights on the back....

another question ... something I can do to change this in gamesettings or is it a Blenderoperation to reduce the "size"

Code: Select all

<WARNING> [resource_task] Default temporary buffer is insufficient while reading '/vehicle/trailer_eu/vak_v_slider/trailer_limetec.pmg' with size 29094688
<WARNING> [resource_task] Default temporary buffer is insufficient while reading '/vehicle/trailer_eu/vak_v_slider/trailer_vak.pmg' with size 29229124
• If you think I know something - then think again •
*******************************************
no support via PM .... how rude

Posts: 1743
Joined: 31 Mar 2014 13:49
Location: LoaderTech HQ, Uusimaa, Finland
Contact:
The V-Slider's texture should be \vehicle\trailer_eu\vak_v_slider\textures\text.dds and the texture for the rear trailer (Limetec/VAK) \vehicle\trailer_eu\vak_v_slider\textures_limetec\text.dds. Do note that the textures are in 2048x but the template is in 4096x.

And that size thing is a Blender operation, the trailer is quite high-poly unfortunately.

Mike7O
Posts: 397
Joined: 06 Sep 2015 16:35
yeah, did as I usually do, but template for the Limetec I had to add the lights/mudflaps/logo - the reserved area in the png
when I did the template all white for the skin it looked like this

as seen above the sidelights, mudflaps ... all white
adding those said things back to normal....

guess I have to do the same with the slider (not tested yet) - no problems with the rear, however sidelights/position lights are all white

in-game those lights looks like they should be ...

• If you think I know something - then think again •
*******************************************
no support via PM .... how rude

Posts: 1743
Joined: 31 Mar 2014 13:49
Location: LoaderTech HQ, Uusimaa, Finland
Contact:
Well, obviously you use the original text texture as a base and make your skin on top of that, that's why there is the reserved area.
In a future version when I add the support for the new paint job system you don't have to do that anymore as then the lights and other stuff will be in a separate file.

Noah_Lukas
Posts: 2281
Joined: 02 Aug 2015 11:46
Location: Karlsruhe, Baden-Württemberg, Germany
Contact:
A very nice mod you did there
Languages: + (+ + )
Ba + Bavaria + Palatinate + Hessen + NRW + Switzerland

gstaraz
Posts: 42
Joined: 17 Dec 2017 00:26
Location: Rijeka
Contact:
A very nice one!
Thanks for sharing; pity the poly count is to heavy for my PC to handle it smoothly...
frame rates drops to 20 fps, and that is to slow to enjoy it.

Any plans to reduce the polys in the future ?

DTox_11th
Posts: 1
Joined: 13 Nov 2017 16:26
Donation rank:
I'm just absolutely loving this mod! Wherever i am, i pretty much only accept these trailers these days hehe.

Posts: 1743
Joined: 31 Mar 2014 13:49
Location: LoaderTech HQ, Uusimaa, Finland
Contact:
@gstaraz I will be rebuilding the trailer pretty much completely so polycount is expected to drop drastically. I recommend following the development on my SCS forum thread as that is the main distribution channel for this mod (and I'm more active there).

gstaraz
Posts: 42
Joined: 17 Dec 2017 00:26
Location: Rijeka
Contact:
@LoaderSaints Thanks for the reply, I just noticed that I posted the same question on both forums... sorry for that; obviously it was "on of those days" for me

I am very glad that You plan rebuilding the model, because this is the only trailer that I had not the chance to drive in real life, so I am very curious to learn to back it at least on a simulation.

Have a nice day!

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