05/05/2025
MAJOR UPDATE: To start things off, I sincerely apologize for the lack of recent communication. My internet had been shut down for the last several weeks due to a water damaged utility box on a service pole that went unnoticed (thanks Spectrum). But now that my primary connection to the outside world has been restored, let's discuss once and for all where we're at. Skip to the end if you don't care.
For the longest, 1.54 had been absolutely kicking my ass. I really believed I wasn't gonna get the hang of this new cargo system or figure out it's depths. I've spent tireless days and weeks constantly importing and exporting the same model files over and over making slight adjustments hoping that THIS time was the time it would work properly, only to fail and begrudgingly have to start the process all over again. I was truly stuck, unsure what I was doing wrong despite the fact that I was copying the SCS system to a T and applying it to my own work. I was really stressing the hell out and pulling my hair over why this wasn't working. The struggle was beyond real. That mee, the community titled "DEF professor", the "SCS wizard", had somehow finally met their match. OR SO I THOUGHT. Ya wanna know what the problem was? This seemingly monumental issue that was breaking me mentally and making this such an impossible task for the last month+? 𝘐 𝘩𝘢𝘥 𝘢 𝘴𝘪𝘯𝘨𝘭𝘦 𝘯𝘰𝘥𝘦 𝘶𝘱𝘴𝘪𝘥𝘦 𝘥𝘰𝘸𝘯. Yep. Turns out I had this system figured out by like, the second week of open beta. But this single overlooked node was flipped on the Y axis. And I never noticed because it's transformation settings was set to Quarternion (WXYZ) instead of the XYZ Euler setting that I normally use. All that drama, all that strife, all that hair loss, because a node I imported from another SCS trailer was oriented upside down. Everything I wanted to see was there the entire time, it was just underneath the floor. If I would've just dev cammed into the ground weeks ago, I would've realized much sooner what was actually going on. But alright alright, enough about me, here's what you're really after.
Your boy is back (for real) and now that I genuinely know what's going on, I can work on these updates significantly faster and get them out quicker. The first out of the oven is everyone's fan favorite classic, the Rackley. All of the amenities are still here. I overhauled the trailer and streamlined the selection process. The bodies are interchangeable without having the change the whole chassis. But due to accommodating the new cargo system, switching between deck and beam on the fly had been removed. However, I've been able to add both to be dynamic and adjust to cargo themselves. So now it's permanent that unloaded will show the bodies in with their "humps" and all loaded cargo will force them to flex flat. In terms of other new goodies, I finally added a small selection of wheels and tires. It's not much, so don't crucify me over it, but this is the first time I've ever created wheel and tire models. You can now have polished or grungy tires with the addition of steel, chrome, or painted wheels. Furthermore, the wheel spares have been separated into their addon accessory. You can now apply the tires and rims separately to match whatever your current setup has. The dual tone paint has also been tweaked to allow the applicable wheel accessories to be painted as well. All images included.
I'm currently in the process of getting this finalized so the first definitive 1.54 update will be going live in a few days. Work is still very busy and ramping up in the warmer months so I'll continually be in and out from time to time. I don't do dry van anymore and have picked up flatbedding with a conestoga delivering building materials. Despite this however, I'll still be dedicating whatever spare time I get to push these projects through. Thanks again for choosing NitroModz. I wouldn't say the trouble was worth the wait, but I very do appreciate y'all that still stick by me.