Border crossings in non-Schengen countries are always successful the ones in Russia function in practice as toll booths where you have to wait about 15-30 seconds to pass.
Ferries dont run to a specific timetable that could delay your journey by a day if you show up a minute late you simply drive to the terminal and choose your destination.
(You still need at least a cursory knowledge of Cyrillic alphabet if you prefer taking the small back roads). In real life, road signs in Russia only have Russian on them. Petersburg, a fair amount of road signs in Russia are in both Russian and English.
Because it can be a little hard for most players to figure out that "Санкт-Петербург" stands for St.
Later expansions took notice of that phenomenon and switched instead to cities that look and feel much more realistic despite being much bigger in the map than their actual counterparts. This resulted in tiny, repetitive cities that turned out to be little more than a place to have warehouses, service stations and a motel in. one in-game kilometer of city translates to one IRL kilometer of the actual city.
Cities in the base game are accurate to scale, i.e.
Or maybe even with generous AI cars that actually get out of the way, they wouldn't be able to realistically simulate that much traffic flow without issues. Presumably they realised that while driving a truck might interest people, waiting in traffic is less so. For example, in real life the M25 around London is at a standstill even when it's moving.
Speaking of traffic, motorways at peak time, unless modded, have about the same traffic as country roads in the middle of the night.
It turned out to be really not fun to run into someone blocking an intersection or bumping your trailer and damaging your fragile cargo because they didn't notice you changing lanes.
As noted in a later section, post-1.9 traffic AI is much smarter than most IRL motorists.
This is in order to allow speeding with fragile cargo if you feel like it. You can truck ski around at 160 km/h and it won't damage as long as you don't hit anything with the trailer.
Fragile cargo can only be damaged by direct bumps against the trailer - the only difference it has with normal cargo is that fragile cargo takes multiple times the damage.
If you're not into perfect simulation, control of the trucks can be simplified so that changing gears is optional.
Many, but most notable is the incredibly condensed passage of time and size of Europe, a design decision likely made because most of the map is created by hand and a 1:1 scale would take the small team years to do.
Unlike most other "simulation" games, you can pause, save, and quit the game anytime and resume the game anytime, with actual non-stop driving (except stopping in rest areas) as a Self-Imposed Challenge instead.
#EURO TRUCK SIMULATOR 2 OCULUS SIMULATOR#
Acceptable Breaks from Reality: One of the main reasons why this game became successful despite being so incredibly niche was precisely because Euro Truck Simulator is not afraid of sacrificing realism in the name of fun.
#EURO TRUCK SIMULATOR 2 OCULUS DRIVER#
Anti Poop-Socking: The driver fatigue mechanic, which forces the player to park the truck about every 45 minutes, is also meant to periodically break your focus in order to encourage you to take a break.
Euro Truck Simulator and its sequels provide examples of: