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0.8.0 Released ~ Mix your map mods! 🗺️

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0.8.0 Released ~ Mix your map mods! 🗺️
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DESCRIPTION

Hello! Version 0.8.0 is now live on Android and iOS!

Download is available for Patreon backers on the Early Tester & VIP tiers, join here!Questions? Check the FAQs or ask us on Discord.

This update also requires an update of the PC Telemetry Server, download it here: https://trucksimgps.com/server (now with a proper installer!)

This is a long one, so here's what's inside:

📋 Changelog: what's new, fixed, and known issues

🔧 Technical deep dive: how map mod combos work under the hood (skip if you just want the features!)

🗺️ What's next: roadmap update and public release timeline

___________________________

Let's begin with the changelog:

🚀 New / Improved

Map mod combinations! You can now select multiple map mods at the same time. Make sure to configure them in the same priority order you have in the game.

New options in settings menu:

UI scale: make all UI elements larger or smaller

Configure speed and distance units individually (you can now use miles with liters, for example)

Speedometer customization: show/hide, or show only the max speed

Fuel gauge customization: show/hide, or set a custom max fuel for trucks that report their value incorrectly

Compatibility with new map mods:

ETS2 - Grand Utopia v1.18.5

ETS2 - EAA: Explorando A America v1.57 v6

ETS2 - TruckersMP v1.57.2.7s

ETS2 - Promods The Great Steppe v1.50

ETS2 - Promods Middle East v2.77

ETS2 - Promods Maghreb v1.0.0

ATS - Alaska North to the Future v0.8.6

ATS - More American Cities: Oregon v1.0

Map mods updated:

ETS2 - Promods Europe v2.77 -> v2.80

ETS2 - RusMap v2.57 -> v2.57.1

ATS - More American Cities: Split into 9 different maps

ATS - Reforma + Sierra Nevada: Split into 2 different maps

🐛 Fixed

Improvements to map data and road connectivity

All ferry connections are now properly connected, no more ferry-avoiding routes!

Improved route distance calculations

Fixed minor bugs with camera snapping to waypoint nodes

PC Telemetry Server 1.1.0 / plugin:

Fixed intermittent connection issues

Fixed PC telemetry getting disconnected when detaching a trailer

Fixed compatibility issues with other telemetry plugins

Fixed a crash when exiting the game

⚠️ Known Issues

Routing can send you to the wrong company when two companies share the same name in a city

Occasional incorrect U-turn suggestions on highways

___________________________

🔧 Technical deep dive: How map mod combos work

Feel free to skip this section if you're just here for the features — but if you're curious how the magic happens, read on!

The problem we needed to solve

Map mod combinations might seem like a simple checkbox, but they required rebuilding part of the navigation system from scratch.

Previously, we pre-built one giant navigation graph for each supported map. To give you a sense of scale:

ETS2 base map: 268,543 nodes and 495,843 connections

ProMods Europe alone is almost 50% larger than that

The real waste came from smaller maps. ATS ProMods Canada only has about 13,000 nodes, but we had to store a complete combined graph of the base game plus Canada. Every map mod meant duplicating the entire base game data alongside it.

If we wanted to support mod combinations with this approach, the math gets ugly fast: every new map would double our storage and RAM requirements. Exponential scaling is a death sentence.

The solution: Thinking like the game does

ETS2 and ATS already solved this problem. They divide their world into "sectors", squares of roughly 4km × 4km each. When you install a map mod, it only replaces specific sectors, leaving the rest intact.

So we rebuilt the system to match: instead of one massive graph per combination, we now have thousands of small navigation graphs: one per sector, per map.

This is the Sector Explorer, one of the dev tools built. Each colored square represents a sector, and the legend shows which map mod owns it. You can see how ATS Reforma (purple), Coast to Coast (orange), ProMods Canada (green), each cover their own regions, with the base game (gray) filling the gaps.

When you request a route, the app tells the server your mod configuration, and the routing algorithm dynamically picks the right sector data as it pathfinds across the map.

Here's what that looks like in practice. When loading a combination of 6 ATS maps, the system knows exactly which sectors to pull from each mod based on your priority order. The base game contributes 520 sectors but 341 get skipped because higher-priority mods override them. In total: 1,574 sectors loaded, covering 669 cities and 4,068 companies.

The tricky part: Making sectors connect

Getting individual sectors working was straightforward. The real challenge was making them connect at their borders.

This is the NavigationGraph Debugger. Those spheres are navigation nodes, and the lines between them are edges (roads). The panel on the right shows a selected edge that crosses from one sector to another, you can see it goes from sector -0020+0006 [ats_reforma] to -0019+0006 [america]. Every cross-sector connection needs to line up perfectly, or routes break.

Most connections work automatically, but some prefabs are stubborn, particularly cross-country borders and some gas stations. When automatic methods fail, we have to go in manually.

This is one of those problem zones. You can see the manual edge creator panel on the right where we had to hand-craft connections between nodes that refused to link up on their own. Another automated tool manages to catch most of these "problematic" zones for manual review, but it's hard to get it perfect.

Fixing ferry routes

One specific issue we used to have: ferry routes getting avoided. The routing algorithm couldn't "see" that ferries connect different parts of the map.

The Ferry Explorer was developed during 0.8.0. This tool lists all 170 ferry ports and their connections, highlighting any issues. You can see Barcelona's ferry terminal here, it connects to Napoli, Portotorres, and Marseille. Automatic detection of disconnected ferry routes allowed us to connect them properly in the navigation data. No more absurd detours if there's a nearby ferry!

The result

With the new architecture in, the server now supports 27 different maps with 1.6 million nodes and 3.3 million connections spread across 7,767 sectors, all combinable however you want, scaling linearly instead of exponentially.

Bonus: New PC Telemetry Server

While we were at it, the PC Telemetry Server got a proper overhaul: real installer, auto-start with Windows, and automatic update notifications. One less thing to worry about when booting up the game.

___________________________

🗺️ What's next?

I need to be upfront about some schedule changes.

The public release is moving to the end of March. Here's why: I'm planning a family holiday the first two weeks of March (my first time off since July, and it's summer here in Argentina!).Launching a public app and then immediately disappearing for two weeks would be a recipe for disaster, so it makes more sense to release once I'm back and can properly support it.

We'll have one more patron-only release (0.9.0) near the end of February, and then v1.0.0 will be the public launch by end of March. Of course, all current patrons keep full access to the app during this time, nothing changes there.

This is the roadmap going forward:

Must-haves for public release:

Search: Find cities and companies by name, plus quick access to gas stations, rest stops, repair stations, etc.

Authentication: Right now you can only log in via Patreon. We'll add Google, Apple, and email sign-up, the usual stuff public apps need.

Location display: Show current city, state, country, etc.

More bug fixing

Nice-to-haves (will try to include, but won't delay the release if they're not ready):

Dynamic camera zoom based on speed and distance to next turn

Estimated time of arrival (ETA)

Color scheme customization

Route selection when starting a job

Enhanced info near ferry ports and weigh stations

And what happens after public release? Development continues at full speed through 2026. The app will be available on Google Play and the App Store with standard sign-up options.

What exactly will the free version include vs. the full version? Still working on this, I'll share more soon :)

I'll soon be launching a new platform for upvoting features and sharing feedback, rest assured that your current votes are getting migrated properly!

Not on Discord yet? Join us! https://discord.gg/RdC99Er37U

Thank you for all the support, this project exists because of you ❤️

Happy trucking!- Nico

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POSTEDFeb 2, 2026
ARCHIVEDFeb 2, 2026