Last week I reviewed the AutoCombine mod. I’m quite pleased with how the AutoCombine mod performs. Especially on non-square/rectangle fields surrounded with fences, trees, shrubs etc. In recent weeks I’ve been playing the Coldborough Park Farm map and AutoCombine has truly been a blessing. I installed the AutoTractor mod hoping it might do equally well. Unfortunately, AutoTractor just doesn’t work well enough for me to use it.
Here’s the deal with mods like AutoCombine, AutoTractor, CoursePlay etc. or even the default “Hire A Worker” feature. These mods or functions are not perfect. You just simply can’t drive a tractor, combine etc. to a field and expect it to perform a perfect job each and every time. If anything, these mods do often emulate the difficulties a farmer would have with his/her hired workers. In real life, some employees work very hard and do everything just as one would expect, but some do not. This is more or less what we can expect when we use these types of mods that emulate a hired worker performing the task or seeding, fertilizing or harvesting.
Again, much like AutoCombine…the AutoTractor mod simply adds a few more features to the default “Hire a Worker” function in FS15. But unlike AutoCombine…it just do as good of a job. As a matter of fact, I really couldn’t get it to do much at all.
The HUD for AutoTractor
How can I get this mod?
The AutoTractor mod is available here. I have personally downloaded, installed and tested this mod. Unfortunately, I’ve found this mod is just not for me. While AutoCombine handles odd shaped fields slightly better than CoursePlay, the same can’t be said for AutoTractor. While CoursePlay does struggle in the tractor dept. with odd shaped fields, I find it is still better to use CP than AutoTractor. I will keep an eye on this mod and when/if an update is made available, I’ll download it, test it and review it again if necessary.
I noticed earlier in the week that my Steam client downloaded a fairly large update to Bus Simulator 16. To be perfectly honest, the amount of time I’ve spent with BS16 has dwindled to absolutely nothing. I’ve been spending much of my gaming time playing Farming Simulator 15 and American Truck Simulator. I’ve pretty much all but given up on Bus Simulator 16 until they fix a few issues which really bug me.
Bus Simulator 16 was released just over one month ago. While Stillalive Studios have released a few patches to address a few bugs related to game performance, there are several issues outstanding and ONE REALLY BIG ISSUE that really keeps me from enjoying the game and most importantly removes any desire to even blog about it.
I’ve been blogging about simulation based games for over five years. I have attempted to keep any negativity towards a game, a game developer etc. to a minimum. However, for this game…and for this developer….I just find it hard to not speak my mind when it comes to an issue that absolutely drives me NUTS.
Hey StillAlive Studios….FIX THE BLOODY GPS/SAT NAV.
So back to this recent update…According to the Steam discussion group for Bus Simulator 16, the main purpose of the massive update was to position Bus Simulator 16 for a new DLC release. This new DLC is the MAN Lion’s City A 47 M Bus. The cost of this DLC is $1.99 USD. Based on the discussions (again in the Steam discussion group) users have had to ask what the massive update contained as there was no initial information provided. Needless to say, the user base isn’t pleased. Yes, other games developers release DLC and for the most part I always purchase DLC for the games I truly enjoy in an effort to help the developer. I consider this as an investment. In the example of Farming Simulator 15, I purchased the IT Runner DLC but have never used any of the gear. I considered that an investment in FS17. But with regards to Bus Simulator 16 and the new $1.99 MAN Lion’s City Bus DLC…for now, I’ll keep my $1.99 in my pocket.
Hey StillAlive Studios….FIX THE BLOODY GPS/SAT NAV.
I’ll be honest, I launched Bus Simulator 16 this morning fully expecting the GPS/SAT NAV would have been fixed. I say this because I didn’t bother looking up the release notes to the massive download and honestly assumed it contained some fixes that would make me smile. But no….
Here’s why this bugs me so much. To my knowledge, there is not a GPS or SAT NAV device on this planet which does not automatically rotate the map. My cheap Magellan I purchased 6-8 years ago auto-rotates. My more expensive Garmin Nuvi auto-rotates. Any map or navigation app on my Android devices auto-rotate. Back before all this fancy Sat Nav stuff became available/affordable and you were forced to use the old paper street maps, what was the first thing you did when using them? Yep, rotate it based on the direction you were driving. So why on earth would StillAlive Studios not put this functionality in from the very beginning? The GPS system in ATS and ETS2 function correctly. Why not Bus Simulator 16?
While I have no evidence to back up what I’m about to say. But my opinion on why they did it this way is based on either a screwup, a lack of testing or they simply have no clue how a GPS/Sat Nav system is supposed to work.
I’ve attached three screenshots which I captured from this mornings disappointing game play.
I honestly hope I don’t come off as whining about this. Yes the game is functional as it is. But as I’ve pointed out before, if you develop a game and add the word “Simulation” or “Simulator” to the title, then it needs to meet a certain standard of functionality within the abilities of computer technology. This simply causes this game to fail as a simulator in my opinion.
I’ll be more than happy to re-visit this game once another update is pushed out and I hope this is fixed.
For this edition of Trucker’s Logbook, we’re staying in American Truck Simulator and picking up where we left off in Trucker’s Logbook #5 down in Miami, Florida. Not wanting to stick around Miami any longer than we need to, (hurricanes, alligators and really BIG SNAKES) we quickly contacted our dispatch team and managed to find a load of Miller Lite that needed to be hauled up to Raleigh, NC. The job is only going to pay $20,065…but as we have over $650,000 in the bank…it really doesn’t matter. Of course, we running the Coast-to-Coast ATS map mod by Mantrid. This is version 1.5 which now includes I-10 from LA to Jacksonville and I-95 from Miami up the east coast. This 1.5 update also includes a portion of I-35 and I-45 which I’m hoping to discover as I make my way back to California.
As I previously indicated at the end of Trucker’s Logbook #5, it was my hope to haul a load of just about anything (except alligators and really BIG SNAKES) up the east coast. While I’m out here on the right side of the country, I’d like to go ahead and explore I-95. Not sure if I can find routes all the way up to NY or Boston, but going to give it a try. But one step at a time.
We’ve arrived at the trailer pickup point on Sunday, just after 6 AM.
The fog is thick as we head north along I-95 between Miami and Jacksonville, Florida.
The fog has burned off, but still cloudy as we hammer down to the Georgia state line.
Hello North Carolina….Not far now.
Rolling into Raleigh, NC.
Another on-time delivery.
Unfortunately, we backed into a hidden object when making our delivery. I checked the forums and it had already been reported and acknowledged to be repaired in the next release.
From here I plan to make my way back towards California. But I am looking to pickup a delivery that will either take me to Oklahoma City or San Antonio where I can drive between these two cities on I-35. I’ve driven this stretch of I-35 many, many times and while I know it’s not depicted with any accuracy on Mantrid’s Coast-to-Coast map, I still want to drive it.
I’ve been a HUGE fan of Courseplay and while I had heard about the AutoCombine mod, I really never had a need to use it. After all, on most of the maps I’ve played in the past…Courseplay worked mostly well. I say “mostly well” only because Courseplay is certainly not without issue. I wrote about some of the struggles we all face with using Courseplay here and here. One of the reasons for looking more closely at the AutoCombine mod was due to the fact that Courseplay is really challenged with fields which are not mostly square or rectangle shaped.
A few weeks ago I began playing the Coldborough Park Farm map. This is a wonderful map based on a real world farm in Herefordshire, England. If you haven’t played this map, you can download it here. This map consists of mostly small irregular shaped fields all bordered with fences and hedges. As previously stated, Courseplay really and truly works best when the fields are relatively large, square or rectangle and have plenty of room between the fields edge and any obstacles such as trees, hedges or fences.
For the most part, AutoCombine functions similar to the default “Hire a Worker” function of FS15 but is more customizable. Another way to look at the AutoCombine mod is it includes the features Giants left out of their default “Hire a Worker” function.
The GUI for AutoCombine is shown below.
I have found I really only use 6 of the buttons on the GUI. I’ll provide a brief description of each: 1. Start/Stop 2. Empty while driving or while stopped 3. Active Side Left 4. Active Side Right 5. Auto Combine or Standard Hire a Worker 6. Harvest mode (circles or up and down)
I typically will start my combine manually and get it into the field and headed in the direction I want it to go. I will then click button number 6 to select the circular option. The combine will continue to harvest in this method until you stop it. Keep a watchful eye on the combine during the first headland cut. If there are nearby obstacles (fences, hedges, trees) these may cause problems. But once the combine cuts the first headland (completes the first trip around the field), it will generally continue without issue as it will have enough room to turn without crashing into an obstacle. After the combine cuts 2-3 headlands, I may stop it and use button 6 again to start an up and down cut.
Possible Issues
Obstacles
Much like Courseplay, there are no guarantees that AutoCombine will automatically work without issues. Obstacles such as trees, fences, gates, other equipment etc. may cause AutoCombine to stop. Just like the real world, you will want to occasionally check on your hired workers. But I’ve found AutoCombine does seem to handle odd shaped fields a little better than Courseplay.
Crop Separation
AutoCombine will likely stop in the scenario below. In this scenario, we have separated our wheat crop. Once the combine harvests all the wheat in this smaller section, AutoCombine will most think it is done and shut down. You will then need to manually drive the combine back up to the large portion of un-harvested wheat and start it back up.
How can I get this mod?
The AutoCombine mod is available here. I have personally downloaded, installed and tested this mod. The mod works and I use it on all my maps.
This weeks ATS Mod Review features the wonderful AI Traffic Pack by JazzyCat. If you want to “jazz” up your AI traffic with all sorts of new real world vehicle types like Ford F150, Jeep Wrangler, Chevy Tahoe, Volkswagen Beetle and even Harley Davidson Motorcycles…then this traffic pack is what you need. The images below are property of Jazzycat and obtained from the mod. I included them in this blog article to provide you a better view of what is available from the mod.
What is the Featured Mod and what does it do?
This mod is the AI Traffic Pack by Jazzycat mod for American Truck Simulator. The mod adds real world AI cars, pickups, SUV’s and even motorcycles to your in-game traffic.
How can I get this mod?
The Freightliner Classic Truck mod mod for American Truck Simulator is available here.
I play a lot of simulation based video games. Actually…if the game doesn’t have the word “simulation” in the title, I’m very much liable to pass it by. I also have an extremely narrow definition of the word “simulation” and there are some very popular game titles using the word “simulation” in their name. Some of these titles have absolutely earned the right to be called “simulators” and some have not. In addition to playing simulation based games, I also enjoy watching others via Twitch and YouTube. There are a lot of really good gamers out there and likewise there are a lot of not-so-great gamers. It may surprise you to know that my views of what makes a great simulation gamer versus a not-so-great simulation gamer may have little to do with regards to controlling an aircraft, backing up a truck, seeding a field or driving a train. The reason? We’re all a noob at some point. The majority of the great simulation based gamers don’t have a pilots license, they’ve never driven a vehicle larger than a car and the closest thing they come to running a farm is when they walk through the produce aisle at their local grocery store. For the most part, what makes them great is how much they strive for realism in their gaming style.
Realism through Simulation
I’m not sure if the tagline “Realism through Simulation” has been adopted by anyone. I did Google it and I searched using that phrase on YouTube and nothing really relating to video game play or video gamers popped up, so I’m adopting it for my blog. Realism through Simulation will become my goal as I not only play the various simulation based games I enjoy, but it will also become the threshold for what I write about and how I write about it here on GrizzlyBearSims.com.
Mods, Mods, Mods – The root of all that is evil?
One pitfall I see many gamers fall into with regards to realism has to do with mods. Before I go any further, let me say this. I absolutely love and support the modding community. While you may disagree with what I’m going to say next, I truly believe the modding community has been instrumental in the success of many of the simulation based games I play. Said another way, many of these game titles would have been dead a long time ago without a strong modding community supporting them. Imagine what it would be like to play ETS2, ATS, FS15 etc. without mods?
But some mods are perhaps the root of all that is evil…or certainly go along ways towards breaking realism. Again, before I go further….let me just say that I’m NOT writing this article to instruct anyone how they should play their simulation based games. If you want to haul in the wheat crop pulling a loooooooooonnnnnnnnggggggg train of tippers that is your choice. Likewise, if you want to cultivate a field with a cultivator measuring almost 150 feet, again that is your choice.
Perhaps the reason why I’ve been thinking about my own game play style and choosing to write about it has to do with a Twitch channel I watched recently. I’ll keep the identity of the streamer to myself, but he was clearly struggling and I (and many other viewers) were trying to coach him on a few things. Most of the issues he had were caused by some of the mods he was using. But towards the end of his broadcast he mentioned that he was bored with Farming Simulator 15 because it was too easy. Yes, he was cultivating his field with a 150 foot cultivator.
As I try to wrap this up, no I certainly don’t count the rivets or bolts and I don’t compare color swatches. But for me and how I choose to play these simulation based games…I do strive for authencity. I believe playing simulation based games as authentic as possible, goes a long way towards keeping the level of play from becoming boring. It’s one of the reasons why I will routinely plow AND cultivate a field before harvest. It’s also the reason why I don’t use a 150’ cultivator.
Realisim thorugh Simulation works for me.
Until next time…
Best of luck with your simulation adventures….regardless how you play the game.
I realize the RusMap map mod for Euro Truck Simulator 2 is far from new. As you probably know, this map mod includes 30 cities in Russia and 12 cities in Belarus. The most current version of RusMap is version 1.6.1 which was released on or about 21 February 2016. As the blog title suggests, this is my first experience with this map mod.
My overall experience with ETS2 really only dates back to early 2015. I picked up both expansion DLC packs including Going North and Going East, then sometime after I tried the Promods map mod which opened up a huge chunk of Europe to me and really felt that was enough. With Promods I’ve explored as far North as Iceland and down towards Romania, then east into Poland. But I’ve also kept my eye on the RusMap project and after updating Promods to the latest version I decided it was a good time to look at RusMap.
With regards to map mods available for ETS2, there are several. The ones I keep hearing the most about are Promods, RusMap and TruckSim Map. From very early research, I kept hearing that Promods was the best, had the best support base and was the most actively developed. So that was what I chose as my first map mod. From further research I’ve learned that Promods and TruckSim Map will not work together. But RusMap will work with either Promods or TruckSim Map. So just remember, RusMap will work with either…but PM and TSM don’t work together.
Moving along and getting us back on track…
The RusMap mod for ETS2 connects the Belarus and Russian cities with the Going East DLC at the town of Brest. There are 30 cities in Russia and 12 cities in Belarus to explore.
The following images were captured during a recent drive through Belarus and Russia. I’ve found no technical issues or glitches. I’ve personally never visited this part of the world, but I’m certainly pleased with the quality and level of detail I’m seeing with the RusMap mod.
Besides trees, fields, houses and other buildings…the RusMap mod appears to have more “people” activity than I’ve noticed with the base ETS2 game or with Promods. I like this. It gives more eye candy to look at while we drive.
Active construction zones with working equipment and working crews.
The developers even included beautiful Russian architecture to marvel at while we drive by.
All in all I’m really pleased with the RusMap mod and I highly recommend it to anyone wanting to expand their ETS2 experience. As I’ve pointed out, RusMap also works well alongside the Promods ETS2 map system. I hope you enjoy it as much as I do.
The much anticipated Car Mechanic Simulator – Expert Mode has arrived. I began seeing chatter in the Steam CMS15 discussion pages regarding the imminent availability of 1.0.6.3 about 10 days ago. Unfortunately, the initial timeline was believed to be only two days away…but that proved to be a little longer. CMS15 1.0.6.3 officially dropped on 21 March with the following new features:
– EXPERT MODE :
* no tutorial on new game
* no jobs with listed parts (only body repairs and filters will have listed parts)
* game is not showing blocked parts
* very limited GUI
* no parts access description
* no silhouette around bolts – you need to know where they are
* auction fee – 1000$
* lowered bonus for car restoration (50% compared to normal mode)
* raised XP bonus (200% compared to normal mode)
* no information about over cursor part condition
* job task bonus reduced by 50%
* job complete bonuses raised by 50%
* rust on parts calculated different way
– added CX (drag coefficients) for car physics
– added Drag area calculation for car physics
– added FOV slider in options menu
– new translations for Czech language
– new translations for Italian language
The current version of CMS15 is 1.0.6.4 which was released soon after and includes:
– reverting to normal mode from expert mode (via profiles menu)
– 4 new wall textures
– 4 new floor textures
– 6 new stripe textures
– 2 new jamb textures
– 1 new lifer texture
I’ve actually been looking forward to the new Expert Mode for some time. To be honest, after spending the first dozen or so hours in the game…I was looking for a more challenging experience and I believed Expert Mode might deliver that. In recent days I’ve spent a short amount of time testing out Expert Mode and for the most part I do like what I see.
One of the first things you’ll notice is the removal of the information text in the upper right-hand corner including Jobs Waiting, Experience and Account Balance. This information is now neatly contained within the PC or the Tablet. Makes sense… In addition to that small change, the helper information which included the key commands for moving the vehicle, selecting parts dissemble mode or reassemble mode etc. I’ll be honest, I hadn’t played CMS15 much in the past week or so, and it took my brain a few minutes to remember these key commands. Perhaps instead of removing these completely, it would have been a nice feature to include this info on the computer/tablet.
As you start to disassemble parts, you’ll notice you will no longer have the green circles around the bolts. This will require you to remember where these bolts are located and I think this is change for the good. Also, you’ll need to remember which parts need to be removed first as you’ll no longer see blocked parts.
The only real big struggle came when it was time to remove the drive shaft. As you can’t really position the camera well enough, you must sort of guess where the bolts are from several feet away. It’s a good thing I have really long arms.
Here’s what I mean about the bolt removal. Notice no green circles around the bolts from the exhaust manifold. Also, they have changed the way rust is calculated. Not sure if that means how the rust texture looks or how the overall rust impacts the usability of a given part.
Finally, some changes have been made to the way the bonus and XP is calculated and awarded. The bonus payment has been reduced to 50% and the XP bonus has been raised (200% compared to normal mode). I think this is also fair. After all, playing in Expert Mode should have some rewards in the XP dept.
I guess I’ve played in Expert Mode for about 90 minutes or so and I very much like the change. I’m not sure how the game play will work with a brand new user or profile. If you are new the game and regardless how much real world experience you have, I would suggest not starting off in Expert Mode and playing in the normal mode for a few hours to get the hang of the game play. Consider it training.
I look forward to spending more time with Car Mechanic Simulator 2015 and the new Expert Mode in the coming days. Perhaps it will be time to revisit an auction. If you’ve been playing CMS15 for some time, I encourage you to try the new Expert Mode. You can always switch back to Normal Mode via the Profile Menu.
The next update patch (1.0.6.5) is coming soon. It is slated to include the following enhancements:
– 1/4 mile DLC
– better collision meshed for cars
– corrected lifter arms for new cars
– (Maluch) jobs with Maluch have special 150-200% payout
– (Maluch) bolts fix
– tuning tool (change rim size)
– steam achievements
– key rebind
– Steam Cloud Saves (same platform cloud saves only) – on hold – need more testing between mac/pc
I think I’m looking forward to most of those features. Time will tell just how the 1/4 mile DLC will work. If CMS15 doesn’t include wheel support for the Logitech G27 I probably won’t be interested. My opinion simply is I wish Red Dot Games would devote more time to creating new vehicle types versus trying to turn CMS15 into a racing game.
Until next time…
Happy Simming!!!
J
P.S. There will be no blog posting for tomorrow (Good Friday or the Easter Weekend). I hope you all have a very Blessed and safe weekend!
I’ve been searching for a way to enable BOTH my Logitech G27 wheel/pedal/shifter unit AND my Logitech Extreme 3D Pro Joystick in Farming Simulator 15. I’ve worn Google out and have read through many forums. I’ve also watched several YouTube videos. Unfortunately, much of the information available is either in a non-English language or more geared towards FS13. Some videos and forum threads discuss the need to edit the inputBinding.xml file and some even mention the need to install 3rd party software. I’ve also read through so many comments from fellow FS15 enthusiasts who are so frustrated and fed up, that they just gave up on trying to get it all to work.
Let’s face it. Giants SHOULD have done a better job implementing wheel support in FS15. Simply put…I believe they dropped the ball. If you are going to develop a driving based game and call it a simulator…YOU NEED TO OFFER WHEEL SUPPORT. Yes, FS15 can be controlled via the keyboard or a simple XBox type controller. Some folks are 100% happy with this setup. However, if you want to take this game to the max and truly push the limits…(and feel good about calling it a simulator) then offer better wheel support like is offered in Euro Truck Simulator 2 or American Truck Simulator.
Now that we’ve got that all out of the way, I absolutely love Farming Simulator 15. While I play a variety of simulation based games like the previously mentioned ATS/ETS2…I also enjoy Car Mechanic Simulator 2015, Train Simulator 16 and Flight Simulation (P3D). At the present time I would have to say that Farming Simulator 15 is my favorite. I believe it is my favorite because there is so much variety in the game play. FS15 allows us to operate tractors, combines, front loaders, bale hay, manage livestock and of course chop trees down in forestry.
The operation of most vehicles in FS15 is pretty straight forward with the G27. Press the gas pedal and the vehicle goes forward, turn the steering wheel and it turns. However, the operation of other functions not so much. For example, if you are operating the telehandler or the wheel loader…the operation of the front bucket is a little clumsy with the mouse. Actually it can be downright frustrating. Considering one spends good money on the G27, the need to use the mouse or keyboard to operate the front bucket really blows away the immersion you are attempting to achieve.
Most know the forestry aspect of Farming Simulator 15 is a very good way to generate a lot of money when first starting out on a new map. But operating the crane to pickup logs to load the trailer with the mouse or keyboard is just as frustrating as I previously described. Perhaps more so.
In the real world, these equipment functions are managed by pulling a lever or two and in some cases using a joystick (or two). I purchase the Logitech Extreme 3D Pro joystick over a year ago in an effort to use it for handling the functions of operating the front bucket or grabbing logs. Unfortunately I just couldn’t get it to work alongside my G27…..UNTIL NOW!!!
As I mentioned at the top of this piece, I’ve searched, I’ve watched and I’ve read in an effort to make this work. I’ve started threads on many of the popular FS15 forums asking for assistance…and basically heard nothing but crickets. So in an effort to assist others who may find themselves in my situation…I’ve decided to document what I did to get both my Logitech G27 and Extreme 3D Pro Joystick to work in Farming Simulator 15.
The video below is just a little over 12 minutes long. In this span of time I demonstrate what I did to get my hardware working. During this video I setup the basic assignments for the wheel, pedals and joystick. Both the G27 and the joystick unit offer many buttons which can be programmed in the same manner I demonstrate in the video. You just need to decide what you want programmed.
Thank you for watching this video. It is my desire to help as many people as possible. Please share! Also please visit my blog site Planes, Trains & Automobiles (and Farming Too!) for more helpful how-to articles, mod reviews and other simulation adventures. You may also Follow Me on Twitter.
It’s been a while since I’ve spent much time in American Truck Simulator. As I believe I’ve mentioned before, within the first few weeks of playing I had pretty much discovered everything there was to discover within California and Nevada. ATS was released almost two months ago (2 Feb.) and at the time I write this blog posting, we are still very much patiently ANXIOUSLY awaiting for the official Arizona DLC to drop. Oh, before I continue…let me just speak my mind regarding the Arizona DLC. I’ll also just state (for the record) that my thoughts/opinions on things are completely my own. But…(again in my opinion) I would have thought SCS Software would have already released the Arizona DLC by now. I’m not suggesting it should be released if it was not ready, but I believe there was a certain amount of momentum, excitement, anticipation, drama etc. etc. built up with the build up to the official release of American Truck Simulator (2 Feb.) and it would have been awesome to ride that momentum etc. with the official release of the Arizona DLC around the first month anniversary mark. Keep in mind that I’m also not suggesting SCS should commit (or even indicate) they can release a new US state every 30 days. But I just think some of the air has been let out of the balloon. The more time which stands between the 2 Feb date and the date Arizona is ready will see the balloon go a bit flatter and flatter. But again, this is all just my opinion.
As we spent time in Europe for our Trucker’s Logbook #3 and #4, it is time we come back to the USA. Again, with no Arizona DLC…I’ve just been occasionally hauling cargo within California and Nevada. I’ve also been developing all my hired drivers and making sure they have everything they need to be successful. Our current status is much the same as it’s been the past several weeks. Our HQ is in Los Angeles and we have a garage in San Diego and in Las Vegas. All garages have been upgraded to accommodate 5 trucks/5 drivers. In addition to the three garages, we own 14 trucks and employ 13 drivers. There is a reason for keeping one garage slot open. This allows me to test (occasionally) some new truck mods. But I’ll likely fill this up soon. Overall our company is healthy and with over $500K in the bank (and no loans) we are cooking with gas.
So as I said, we are back in the USA and you may remember several weeks ago I discussed the Coast-to-Coast map. Back in late February I drove from LA to Boston (and back). In the past several weeks the maps developer, Mantrid has released many updates to this map including the most recent version (1.5) which includes several new routes. One of the new routes added includes the complete stretch of US Interstate 10 from Los Angeles, California to Jacksonville, Florida. On Mantrid’s new coast-to-coast map, I-10 takes you through Phoenix, El Paso, San Antonio, Houston, New Orleans, Mobile, Tallahassee. There are also routes covering a portion of I-35 and I-45 in Texas and he’s included a route from Jacksonville, FL down to Miami and up to DC.
A little more fine print
Before I get into the meat of our posting today, allow me just to re-state the following. Mantrid’s Coast-to-Coast map was a project he started for his own personal interest of driving from the west coast to the east coast of the USA. He shared his first version of the map and made it extremely clear it was a work in progress and that the scenery (when there is something to see) is mostly a cut/paste from California and Nevada. So this meant seeing palm trees in New York City. While I have been critical of some of the map projects currently under development for ATS (read this post), Mantrid made it 100% clear his map may never be 100% accurate and include 100% real life depictions of the cities and routes he includes.
As I’ve already driven the more northerly route from LA out to Boston, I wanted to pick up a route that would take me out across the southern portion of the USA on I-10. The one we chose was hauling a load of toys from Sell Goods in LA out to Charged in Miami (in a Fedex trailer). The route is a whopping 2,716 miles with an estimated drive time of 70 hours, 36 minutes. The job will pay $66,245 or $24.28 per mile.
Again our route takes all the way across the southern portion of the US along I-10 from LA to Jacksonville, Florida. Then down I-95 through the Space Coast portion of Florida to Miami.
As we did for our last coast-to-coast trip, I have opted for the Kenworth W900. It’s still dark thirty as we fuel up at our LA garage. The trailer pickup point is just around the corner.
We pickup our FedEx trailer just before 4:30 AM on Thursday morning. We are fully rested, fully fueled…”we’ve got a long ways to go and a short time to get there”.
The absolute worst part of this entire 2,700 mile trip will be the first few hours of driving 55 mph through California. Thankfully, once we cross the state line into Arizona and continue eastbound, the speed limits keep rising. (well mostly) Welcome to Arizona!
Unfortunately, Mantrid placed a red light intersection and a 30 mph speed zone through Phoenix.
Hello New Mexico!
Our first night (and fuel stop) will be near Deming, NM. We still have a very long way to go.
As I said earlier, there isn’t much to look at in terms of scenery. Miles and Miles of Texas (I-10 between El Paso and San Antonio) Speaking of Texas and I-10, US Interstate 10 is just over 880 miles from the entry point just before El Paso to the Texas/Louisiana state line at Orange, Texas. We spend the better portion of Day Two just crossing Texas. We would spend our second night just outside Lafayette, Louisiana.
The scenery just outside New Orleans with a few ships in the gulf. This is somewhat near the Lake Pontchartrain Causeway (but not really depicted on this map)
After a very long day 1 (driving across CA, AZ and NM) and a long day 2 (driving across TX), the US States of Louisana, Mississippi, Alabama zipped by pretty quickly. Our third night would place us around Melbourne, Florida (along the Space Coast portion). This would set us up for an easy day 4 with less than 200 miles to drive. As I’ve said, the coast-to-coast map has a lot of cut/paste features from CA and NV. Does the image look familiar? This is in Miami, but this is also in LA.
We’ve arrived at Charged in Miami, Florida.
I continue to level up and progress nicely.
Parked up at the nearby repair shop where will plan out our next opportunity.
If it can be worked out, ideally I would love to get a route from Miami that I could haul north up to the DC or NY area. Then before I head back to Cali, I would like to head back to Oklahoma City then South down I-35 through Dallas/Ft. Worth and continue south on I-35 to San Antonio. While there is nothing to see along this route. My parents live half-way between Waco and Austin (Temple) on I-35. We’ll see if can make all that work out.
If you aren’t bothered by long stretches of open road with little to nothing to look, and you aren’t bothered with some cut/paste to populate some of the cities along the way AND you truly want to experience driving the long and open road, then check out Mantrid’s Coast-to-Coast map.
Now for a bit of good news. I really don’t follow that many of the add-on on map projects for ATS. You can get a better understanding of this by reading this blog posting. But, I do follow Mantrid’s progress. Mantrid continues to work on this map and is adding more routes, more cities and more stuff all the time. This map may never be to the level of quality and accuracy we will see from SCS or from the likes of ProMods. But it was never designed to be.
Enjoy it…or pass it by. The decision is yours….
By the way, it took me just under two hours (real life hours) to drive from LA to Miami.