Lees weergave

Coaches: Vehicle Ownership & Job Schedule

Ready to swap cargo for passengers? Then we've got some exciting news for you! Today, we're sharing more details about the upcoming Coaches DLC for Euro Truck Simulator 2, including coach ownership and how you'll plan and take on passenger transport jobs. All aboard! 

One of our goals with the Coaches DLC is to give players the opportunity to purchase and customise their own coach, much like you already can with trucks. 



Coaches will be available for purchase through the Online Dealer and will be stored in the player's virtual garage. From there, players will be able to manage, inspect, customise, and sell their vehicles whenever they wish. Coaches will also be stored separately from trucks, meaning they won't occupy any existing garage slots.


Purchasing a coach will be a significant investment, but finances will be shared across both Truck and Coach modes. This means players will be able to earn money through Coach Quick Jobs or regular truck jobs before purchasing their own vehicle. Financing and loans will also be available for those who wish to get behind the wheel a little sooner, just make sure to pay on time!

Coaches will feature a range of customisation options. Depending on the vehicle model, players will be able to choose from various chassis configurations, engine and transmission variants, along with a selection of interior options such as seat upholstery colours and curtains. Selected cabin accessories will also be compatible with coaches.


Not every upgrade will be available immediately. Some parts and accessories will unlock through player progression, giving drivers additional options as they gain more experience behind the wheel.

Owning a coach will also provide the freedom to explore the map outside of scheduled passenger services. Players will be able to travel wherever they like, visit viewpoints, and enjoy driving across Europe at their own pace. Fuel consumption, fatigue, and other familiar gameplay systems will work just as they do when driving an owned truck. Owning a coach will also unlock new gameplay features, one of which is Contract Jobs. 

Using the Contract Jobs menu, players will be able to browse available passenger services in cities close to their current location. After selecting a route, they will first need to drive to the appropriate bus station before beginning the service.


Once at the station, players will confirm their selected line. The game will then advance to the scheduled departure time, passengers will board the coach, and the journey can begin. Many passenger services will include multiple stops along the route, and players can choose from jobs that vary in difficulty based on their experience and skill level. Taking on more challenging routes will reward higher earnings and additional experience. 


We hope you enjoyed reading about the ongoing work for Coaches for Euro Truck Simulator 2. If you're excited to get behind the wheel, be sure to add this upcoming module to your Steam Wishlist. We look forward to sharing more news with you about this addition as development continues. See you on the road!

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Waarom Sam Altman graag weerwolft | POM S12E01

Alexander nam op vakantie alleen een e-ink telefoon mee om van zijn schermverslaving af te komen (alle clichés blijken waar), terwijl Ernst-Jan juist achtervolgd werd door de virale Parro-clip en de woede uit het onderwijs die daaruit voortkwam. Daarna één grote vraag: is insider media de redding van de journalistiek? Alexander tipt The Nord Stream Conspiracy, een waargebeurd James Bond-verhaal over twee Oekraïense officieren die op eigen houtje een pijpleiding opblazen, en Ernst-Jan diept een reality show van Peter Thiels Founders Fund op waarin Sam Altman en Palmer Luckey doodleuk weerwolven spelen. Met de analyse van Anu Atluru in de hand leggen ze uit waarom alle waardevolle media insider media worden, waarom het gezichtsloze middensegment verdampt, en waarom die 22-jarige van nu.nl op TikTok zo raar praat over KLM-broodjes. De ondergang lijkt nabij, tot een taai verhaal over een onbestaande brug over het IJ en een anoniem meme-account uit Amsterdam-Noord laten zien dat hyperlokale journalistiek misschien juist het beste insider medium is dat er bestaat.

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Isle of Ireland: Research Trip

What's the best way to capture the spirit of Ireland? Hit the road, of course! In June, members of our Euro Truck Simulator 2 map team travelled across the Emerald Isle on a research trip for our upcoming Isle of Ireland DLC. With cameras in hand and thousands of kilometres ahead, they explored everything from lively cities and picturesque villages to rugged coastlines and breathtaking scenery, collecting the references that will help shape this exciting expansion. Here are some of their highlights from their journey.


Five members of the SCS Software team took part on this trip, including Ivan, our World Map Design QA Lead, Josef from the Road Department, Kristian and Libor, Map Designers, and Honza, the Project Lead for the Isle of Ireland DLC. 

However, that isn't all, as Alex, one of our Community Managers, and Cenda, one of our talented Videomakers, also joined the research trip to document the journey and give you a closer look behind the scenes. We can't wait to share more from this incredible adventure in a special future episode of SCS On The Road.


Their journey began in Dublin, where the team came together before setting off on an ambitious road trip around much of Ireland. Their route took them from Dublin to Rosslare Harbour, Waterford, Cork, Killarney, Limerick, Galway, Westport, Sligo, Benbulbin, Londonderry, Bushmills, Giants Causway, Belfast, before finally returning to Dublin. So as you can imagine, the team got to see quite a lot!


This trip wouldn't have been possible without the fantastic support of our friends at Škoda Ireland. A huge thank you to Raymond Leddy and the team for supplying us with two Škoda Octavias, which comfortably carried our crew across thousands of kilometres of Ireland's roads and became the perfect companions for this unforgettable research trip.


We'd also like to extend our sincere thanks to JUDr. Pavel Vošalík and his team of the Czech Embassy in Ireland for helping arrange several special visits for our team, including a tour of a cement plant in Limerick. This provided invaluable first-hand insight into the industry's day-to-day operations, helping our team better understand how the facility functions and the vital role truck drivers play in loading, unloading, and transporting materials every day.


So what did the team get up to during their trip? We spoke with several members of the team to hear about their favourite moments, the places that left the biggest impression, and the valuable references they have gathered to help bring Ireland to life in ETS2. 

Honza:

"We recently went on our research trip to Ireland, and I have to say for me personally, it was a great experience. It always feels different to actually be at a place rather than to see it through references on your computer. No amount of photos or Street View can fully replicate the feeling of being there. Having walked and driven through the real landscape, I now have a much clearer picture of what the outcome should be, what the map should look like and, more importantly, what the general vibe should feel like.



One thing we already knew going in was that vegetation would need special attention, but being there made us absolutely sure we need to give it great importance. And yes grass really is very green in Ireland. It's striking, and it has to come through in the map.


We also discovered there are a lot of details we might have missed before. For example, once you're on the ground, you realise just how much art is on public display everywhere murals on walls, electrical boxes used as canvases for local artwork. These small touches add a lot of character and are exactly the kind of details that can make the map feel alive and authentic.


As for personal highlights my favourite places were on the West Coast, the Caha Mountains, Killarney National Park, and Connemara. The Antrim coast was equally stunning. And from the cities, I really liked Galway."

Kristián: 

"Ireland is the first DLC I am working on. I am so grateful to have been a part of this journey, to see everything with my own eyes and really soak up the atmosphere. I have visited almost all the places and roads I am working on designing from Waterford to Rosslare Harbour. They have undergone extensive renovations over the past two years, so I am happy to see their latest appearance, which you will not find even on Google Maps. I also visited the Custom Depot of the film studio in Belfast.


This journey helped me to perceive important details and the specific atmospheres of the places there. My personal experience showed me huge differences compared to static online maps. I believe that this will help us take the realism of the environment to a higher level and create a truly immersive world for players. I managed to collect a lot of reference material, of which our entire team can then use to build a virtual Ireland in a much more believable way and depict even places that are completely missing from Street View."

Libor: 

"I fell in love with Ireland right from the start of our work on the DLC, when I began exploring it through photos. So when I got the chance to visit Ireland in person, I was thrilled and started looking forward to it. My main goal for the trip was to explore the N71 running through Killarney National Park and its surroundings. The photos we had available before the trip were taken in overcast, rainy weather, but for a map designer’s work, it’s important to see the landscape in sunny weather to capture the correct colours.


Fortunately, the weather turned out perfect, and I was able to gather the right references for my work. In addition to the colors, my visit helped me greatly in grasping the character of the landscape, the scale of the mountains, and the variety of vegetation. All of this is difficult to capture from photographs alone. Being in Ireland in person helped me a great deal not only in mapping the landscape and landmarks, but also in noting the small details regarding road traffic and the road network. 


These are the aspects that we pay close attention to at our company. Ireland is rich in diverse landscapes and numerous landmarks, and we’re working hard to deliver the best possible Irish experience."

Josef: 

"I joined this trip as a representative of the road department. At SCS, I’m responsible for all right-hand drive prefabs for the Isle of Ireland DLC and the UK rework. These are essentially functional 3D models of all road intersections from simple crossroads to complex roundabouts.


Both the Republic of Ireland and the United Kingdom have unique features in their road networks compared to the rest of Europe. Cats’ eyes (road studs) and box junctions were originally designed in the UK. Roundabouts are more common, sometimes even with traffic lights, of which there are plenty. And in case you didn’t know, people drive on the left side of the road. There are other specifics, but I won’t bore you with them.

That’s why I’m glad I had the opportunity to travel around Ireland and see the road networks of both countries, because I’m now tasked with finalizing and implementing these features into our road network. We’ve gathered a lot of references that will help us greatly with this.


Since my work involves roads and intersections, I’m used to looking down at them. But that was a bit harder in Ireland, where there were breathtaking views and beautiful nature. And just when you’re admiring the view, you suddenly hear a sheep. It’s that feeling of perfection and peace. That’s what I love about Ireland.


At the same time, during my four years at SCS, I had the opportunity for the first time to visit the landmark intersection I’d been working on, rather than just seeing it on a screen. It’s a strange feeling when you arrive at a place and, after a moment, realise that you actually know it a little bit there. Classic déjà vu."

Ivan: 

"Getting to visit Ireland in person was hugely valuable for me. In QA, we work with reference photos, videos and Street View all day, but actually seeing the country with my own eyes was a different thing entirely. Honestly, the island won me over on day one. The atmosphere, how varied the landscapes are, the way each region has its own character. 


We covered a big part of Ireland on the trip, from busy cities to countryside roads where you barely meet another car. That's when the real scale of things sinks in. The road network, the vegetation, the architecture, all the small details you just can't pick up from online references. Some places felt nothing like they look on a static map, and experiencing that first-hand taught me a lot about what makes Ireland special. The trip is already paying off in my daily work.


When I'm reviewing parts of the map now, I recognise places we visited, and they come with actual memories attached, the town we stayed in, a road we drove, the spot where we stopped for food. That kind of familiarity makes it much easier to judge whether the environment feels authentic and to catch details that would otherwise slip by. I really believe these impressions will help us fine-tune the Ireland DLC and make it a more immersive, believable experience for our players."


We hope you enjoyed reading this insight of our team's research trip across Ireland. If you're excited about the upcoming Isle of Ireland DLC, don't forget to add it to your Steam Wishlist! You can also subscribe to our YouTube channel so you don't miss our upcoming SCS On The Road: Isle of Ireland Research Trip episode, where we'll take you even deeper into the journey. Until next time, keep on truckin'!

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South Dakota: Black Hills

Today, we're taking you on a journey through the beautiful Black Hills, one of South Dakota's most iconic regions, which we of course couldn't miss including in our upcoming South Dakota DLC for American Truck Simulator. From legendary Wild West history to breathtaking mountain highways, let us share some of the work our talented teams have done to faithfully recreate this beautiful region.


Spanning thousands of square miles across western South Dakota, the Black Hills are home to countless landmarks, historic towns, scenic byways & more. There's simply too much to cover in a single blog, so today we'd like to highlight just a small part of what you'll be able to discover. In this preview, we're taking a closer look at the historic town of Deadwood and one of the region's most scenic highways, US-385. 

Deadwood

Founded in 1876 during the Black Hills Gold Rush, Deadwood quickly became one of the American West's most famous frontier towns. What began as a small mining camp rapidly transformed into a bustling settlement filled with prospectors, merchants, and legendary figures such as Wild Bill Hickok and Calamity Jane. Today, its fascinating past continues to inspire films, television series, books, and Western enthusiasts from around the world.


As you roll into town, you'll be able to drive along Deadwood's famous historic Main Street, faithfully recreated by our map designers for you to enjoy. Lined with charming storefronts, local attractions, and beautifully preserved architecture, it's the perfect place to slow down and soak in the atmosphere of this historic and famous destination.


Keep an eye out for several recognizable landmarks as you pass through, including the Town Hall, Museum, historic Train Station, and many more carefully recreated buildings that help capture the unique character of this iconic Black Hills town.

US-385

The US-385 is one of South Dakota's most scenic highways. Winding through the heart of the Black Hills, this picturesque route takes you past rolling hills, dense pine forests, towering  igneous and metamorphic rock formations, and spectacular mountain vistas.


If you're lucky, you may even spot herds of bison grazing alongside the road, adding another memorable moment to your journey through this remarkable landscape.


One highlight along the route is the stunning Pactola Lake, the largest reservoir in the Black Hills. Nearby, you'll also find a visitor center overlooking the lake, offering panoramic views, surrounded by forested hills, making it the perfect place to pause before continuing your journey on the road.


Whether you're discovering the rich history of Deadwood or enjoying the scenic beauty of US-385, the Black Hills are certainly a destination you won't want to miss on your travels in South Dakota!


We look forward to sharing even more from this upcoming DLC for American Truck Simulator in the future. If you're excited to be haulin' in the Mount Rushmore State, be sure to add South Dakota to your Steam Wishlist, your support means a lot to us. Until next time, happy truckin’!

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ATS Road Trip: 1967 Ford Mustang Gameplay Preview

Ready to hit the open road behind the wheel of a true American legend? Today, we're excited to share a new gameplay preview from our upcoming Road Trip module for American Truck Simulator, featuring the iconic 1967 Ford Mustang Fastback, which is a part of the Ford Car Pack DLC.


Join us as we go behind the wheel of this timeless muscle car for your very first look at it in action in American Truck Simulator. From its unmistakable fastback styling to its powerful performance, the '67 Mustang embodies the spirit of American driving like few vehicles ever have.

And what better place to take this American legend for a spin than in the West Coast of the U.S! We'll be cruising from Carson City, Nevada and into Yosemite National Park, where we'll not only take in the breathtaking scenery and winding roads, but also put the car through its paces, showcasing its performance and driving dynamics. Along the way, you'll also get a first look at one of the new exploration mechanics coming with the Road Trip, so be sure to watch the whole video!



We're still hard at work on the Ford Car Pack, so please keep in mind that everything shown in this gameplay preview is still very much a work in progress. This includes the vehicle sounds and driving behaviour, all of which will continue to be refined before release. 

We hope you enjoyed this preview of the 1967 Ford Mustang in American Truck Simulator. If you did, be sure to leave a like and a comment on the video, as our team would love to hear your first impressions. Don't forget to add the Ford Car Pack to your Steam Wishlist to be notified when it launches. We thank you for all your support, and we'll see you on the road!

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South Dakota: Sioux Falls

Today, we're taking a closer look at Sioux Falls, the largest city in South Dakota and one of the highlights of our upcoming South Dakota DLC for American Truck Simulator. Whether you're delivering cargo or simply enjoying the drive, this city offers plenty of memorable sights and destinations to explore. Let's take a closer look!


Located in the southeastern corner of South Dakota, Sioux Falls is the state's largest city. Built around the Big Sioux River, the city has grown from a small historic settlement into a bustling city in the Midwest, while still retaining many of its historic landmarks. Our map team has worked to recreate many of the locations that make Sioux Falls instantly recognisable, giving drivers plenty to discover as they travel through the city.


Upon arriving in the city, you'll be greeted by the Welcome to Sioux Falls sign, and no visit would be complete without seeing Falls Park, where the city's famous waterfalls can be found. These cascading falls on the Big Sioux River are not only the inspiration behind the city's name but also one of South Dakota's top attractions.


Heading into Downtown Sioux Falls, you'll find a vibrant mix of historic architecture, modern businesses, and bustling streets. Keep an eye out for the beautifully recreated Minnehaha County Courthouse, an impressive quartzite building that has stood proudly in the city for well over a century. Nearby, you'll also pass the local bus station, where players can spot a colourful mural that celebrates the city's artistic culture and community spirit.


Through the heart of the city, you'll be able to spot several local landmarks, which include the Arc of Dreams sculpture and Fawick Park. History enthusiasts may also recognise the USS South Dakota Battleship Memorial, dedicated to the crew of the famous WWII battleship. The memorial features one of the ship's original main gun barrels alongside displays commemorating those who served aboard the vessel.


Beyond its landmarks, Sioux Falls is a bustling centre of industry, offering plenty of opportunities for hard-working truckers. From delivering to a food processing plant, warehouse, construction site, and rail supply depot, to transporting cargo for a metalworks, wind turbine factory, recreation vehicle dealership, and truck dealership, there's no shortage of work.


You'll also be able to haul materials & equipment to and from the city's impressive quarry, a nod to the region's long-standing quarrying industry that helped shape many of Sioux Falls' historic buildings.


Whether you're making deliveries or admiring its historic downtown, Sioux Falls is a fantastic destination to explore in our upcoming South Dakota DLC for American Truck Simulator. If you like what you've seen here today, be sure to add it to your Steam Wishlist! We look forward to sharing more from this work-in-progress map expansion in the future. Until next time, keep on truckin'!

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ATS: Where next?

Our wheels keep turning, and today we’re ready to share a teaser of another U.S. state currently in development for American Truck Simulator. Let’s see how good your guessing game is!


So, here are your clues! Take a close look at the screenshot and teaser video below. It may seem a little fishy at first, but sometimes the smallest hints can lead to the answer.


This next destination is known for its wide-open spaces, long-haul roads, and a landscape where the horizon seems to stretch on forever. It’s a place shaped by hardworking industries, strong prairie winds, and a pioneering spirit that still runs deep today.



Think you’ve caught on to where we’re heading next? Drop your guesses in the comments below, and when the time is right, we look forward to sharing more about what awaits on the road ahead in this part of the U.S. Until then, be sure to follow our blog and our social channels on X, Instagram, Facebook, and TikTok so you don’t miss a thing.

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ETS2 1.61 Update: Livestock Trailer Rework

With the upcoming 1.61 update for Euro Truck Simulator 2, we’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has reworked from the ground up. Let’s take a closer look at what changes have been made! 


The goal for our team was to create a model that closely matches what you’d see on the road in the real world, with a strong focus on detail. Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one.


One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels. Alongside this, the trailer has been refined with improved proportions, updated details, and an overall cleaner, more modern appearance.


For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.


A wide range of accessories have also been included to customize your trailer including storage boxes, water tanks, side protections, full side covers, fenders, marker lights, rear bumpers, mudflaps, a spare tire, and a fire extinguisher.


We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.


We look forward to seeing you out on the road with this reworked trailer in Euro Truck Simulator 2. Be sure to keep an eye our blog and social media channels for more upcoming development news on the 1.61 update and more. Until next time, keep on truckin’! 

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ETS2 1.61 Update: Schwarzmüller Trailer Pack Update

When we released the Schwarzmüller Trailer Pack for Euro Truck Simulator 2 back in 2016, it quickly became a popular addition to many players’ fleets. With the upcoming 1.61 update, we’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect the new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!


As Schwarzmüller’s real-world trailer lineup has continued to evolve over the years, we felt it was the right time to revisit this popular trailer pack and bring it more in line with the manufacturer’s current designs. Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.


Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.


We hope you're excited to hit the road with this newly redesigned low loader trailer and accessories, which will arrive as a free update for all Euro Truck Simulator 2 owners in the future. Be sure to keep upto date with the latest news by following us on our socials. You can find us on X, Facebook, Bluesky, Instagram & TikTok. Until next time, we’ll see you on the road!

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Coaches: MAN Lion's Coach Gameplay Preview

Today, we’re excited to share your very first look at gameplay from our upcoming Coaches DLC for Euro Truck Simulator 2, a highly anticipated expansion that many of you in our community have been eager to see more of. Let's hit the road!


In this first showcase, we go behind the wheel of the MAN Lion's Coach. Join us as we take on a bus route between Duisburg and Rotterdam. Along the way, you’ll get a glimpse at the passenger satisfaction mechanics in its current iteration, and how it will play a role in your journey on the road ahead.

You’ll also get a great look at the MAN Lion’s Coach itself, a vehicle well regarded in the industry for its blend of efficiency, practicality, and passenger comfort. Powered by MAN’s reliable D26 engine, it delivers strong performance for long-distance travel. Inside, the coach is designed with comfort in mind for both driver and passengers alike, featuring large windows, well-arranged seating, and a clean, spacious interior. We think it makes the perfect choice for our first gameplay preview!



Please keep in mind that this gameplay footage is still a work in progress and does not represent the final version of the Coaches DLC. Some features, visuals, and mechanics may change or be further refined as development continues.

We hope you are as excited as we are for the upcoming Coaches DLC as the development continues! For the latest updates, be sure to follow us on our social media channels on X, Instagram, Facebook, Bluesky, and TikTok, or sign up for our newsletter. If you're looking forward to hitting the road in style, don’t forget to add the Coaches DLC to your Steam Wishlist!

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UK Rework Project: Inverness

We hope you've packed a warm jacket and perhaps a wee bit of shortbread, because today we're taking you to the Scottish Highlands! We're excited to share with you a closer look at Inverness, a brand-new city arriving as part of our upcoming UK Rework project for Euro Truck Simulator 2. Let's take a closer look at what this destination has to offer drivers.


Known as the "Gateway to the Highlands", Inverness serves as an important hub for transport, tourism, and industry in the north of Scotland. Situated at the mouth of the River Ness and close to the famous Loch Ness, this historic city combines stunning natural scenery with modern infrastructure.


One of the most striking sights you'll encounter is the iconic Kessock Bridge, which spans the Beauly Firth and connects Inverness with the Black Isle. Drivers travelling through the city's industrial area will be treated to impressive views of this landmark suspension bridge, which has become a defining feature of the city's skyline.


As you make your way through the centre of Inverness, you'll be able to enjoy views of the River Ness and spot one of the city's most recognisable riverside hotels. Our team has also recreated several notable landmarks throughout the city, including the Inverness Justice Centre and the Caledonian Stadium, which enjoys one of the most picturesque sporting backdrops in Scotland.


Beyond its landmarks, Inverness offers spectacular scenery in every direction. Surrounded by rolling hills, waterways, and the dramatic landscapes of the Scottish Highlands, the city acts as the perfect introduction to one of the most beautiful regions in the United Kingdom. It's easy to see why millions of visitors travel here every year to begin their Highland adventures.


Whilst there is plenty of sightseeing to enjoy, there's also no shortage of work available! Inverness is home to two key industries where drivers can pick up and deliver cargo. Those looking to help keep Scotland's economy moving can take on jobs at the local oil facility or deliver cargo through the Port of Inverness, where a warehouse offers a variety of freight opportunities connected to the region's maritime trade.


We hope you've enjoyed this first look at Inverness, a brand-new city coming to Scotland as part of our ongoing UK Rework project, which will arrive as a free update for all owners of Euro Truck Simulator 2 in the future. Be sure to let us know in the comments what you think of Inverness and which parts of Scotland you'd love to see featured next. Until next time, keep on truckin', and haste ye back!

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Drie oorlogsboeken of een bonnetjesprinter | POM S11E40

De laatste voor de zomer, en Ernst-Jan is nog nat van de penalty's: tijdens de uitschakeling van Oranje maakte hij om zes uur 's ochtends de broodtrommels klaar, een verrassend doeltreffend copingsmechanisme. Alexander komt zonder schaamte uit de kast als airco-bezitter die wél koelt en níet de hele nacht staat te blèren. Daarna trekt Ernst-Jan een lade vol zomerboeken open die toevallig allemaal over oorlog en ondergang gaan, van Dispatches over Vietnam tot There Is No Antimemetics Division over anti-memes die hun eigen sporen wissen. Alexander biedt tegengif: een Chinese e-reader van zeventig euro die achterop je telefoon klikt, en een kassabonnetjesprinter die hem elke ochtend een papieren krantje voorschotelt, gehackte breaking news uit de schoolapp incluis.

Of je nu drie loodzware boeken leest of je eigen bonnensysteem soldeert, dit is de zomeraflevering waarin Ernst-Jan je laat voelen wat pijn is en Alexander je eraan herinnert dat knutselen ook bestaat.

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Isle of Ireland: N59 & Connemara Loop

Today, we are excited to share with you a look at one of Ireland’s most scenic driving experiences coming to the upcoming Isle of Ireland DLC for Euro Truck Simulator 2. Introducing the iconic N59 and the famous Connemara Loop, a route that'll take you past some of the most breathtaking landscapes, remote countrysides, and natural landmarks.

The N59 is the longest national secondary road in Ireland, stretching over 290 kilometres between Sligo and Galway, this scenic route takes drivers through winding roads, quiet villages, rolling hills, lakes, and dramatic Atlantic landscapes. Along the way, players will experience the unique atmosphere that makes Ireland’s west coast so popular with travellers from around the world, which our talented teams have been recreating in detail. 

On your journey along the N59, drivers will be able to travel on the renowned Connemara Loop, where roads weave between mountains, lakes and open countryside. Some of you with a sharp eye may already recognize the picturesque Pine Island area along Derryclare Lough, which was one of the locations we shared in our “Ireland: Guess Where We Are” blog.

Further along the route, players will encounter one of Ireland’s most iconic landmarks, Kylemore Abbey. Nestled beside the lake and backed by dramatic mountain scenery, this historic estate is being recreated with great care by our map and asset teams.

Continuing north, you'll be able to view Killary Harbour, Ireland’s only fjord. Carved deep into the surrounding mountains, this spectacular natural formation is well worth a stop to admire its beauty. As you travel along the N59, you'll also be treated to views of Croagh Patrick, one of Ireland's most iconic mountains, known locally as "The Reek". 

You'll then have the opportunity to discover the charming town of Westport, one of the smallest settlements represented in this DLC. Despite its modest size, our team felt it was an important addition in helping represent the authentic communities found across the Isle of Ireland.

North of Westport, the road ventures through the vast Wild Nephin National Park, known for its remote peat bog landscapes, dark rolling hills, and rugged wilderness. The scenery here takes on a completely different character. Adventurous truckers exploring the surrounding roads may also stumble upon hidden viewpoints overlooking the Atlantic Ocean and spot countless small islands scattered off the coast. 

Nearby Sligo, you'll travel through small settlements, open countryside, and stretches of coastal scenery that showcase the raw beauty of the northwest. Whether you are delivering cargo along winding mountain roads or simply enjoying the scenery from your cab, the N59 and Connemara Loop is a route you cannot miss!

Tá an tOileán Smaragaide ag glaoch! The Emerald Isle is calling! If you're excited to discover, explore, and travel across the Isle of Ireland, be sure to add this upcoming map expansion to your Steam Wishlist! We sincerely thank everyone who has supported us so far by doing so. We look forward to sharing more from this upcoming DLC in the future. Until then, keep on truckin’!

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Hype te koop | POM S11E39

Wat als alles wat je deze week leuk, belangrijk of de moeite waard vond, gewoon gekocht was? Van de Superbowl-show van Bad Bunny tot Sydney Sweeney en haar “good jeans”, alles wordt geëngineerd door clipping farms en legers fake accounts. Het liefst in twee ruziënde kampen tegelijk, zodat journalisten zich er als useful idiots op storten. Bij Bad Bunny kwam een kwart van alle 3,7 miljoen posts van minder dan vier procent van de accounts. Reken maar uit.

Het ongemakkelijke gevolg: bereik is dus te koop, spotgoedkoop zelfs, en daarmee bijna niks meer waard. FVD speelt het spel al meedogenloos, terwijl de rest nog cringe ministersfilmpjes op LinkedIn zet. En precies daar komt Ernst-Jan, oftewel DutchProBlogger, met zijn vaste advies waar hij al twintig jaar gelijk in heeft: begin nou een nieuwsbrief, begin nou een podcast. Want als content bijna gratis wordt, blijft er nog één ding over dat niemand kan kopen: vertrouwen. Tim Ferriss zag zijn boekverkoop door AI met 57 procent kelderen en valt terug op duizend echte fans. De moraal is even simpel als urgent: het venster om je eigen publiek op te bouwen sluit.

Sterkte. En pas op voor Alexander Slopping.

Deze aflevering wordt mede mogelijk gemaakt door Denkproducties. Schrijf je via denkproducties.nl/pom in voor het Amsterdam Business Forum en je krijgt als POM-luisteraar automatisch toegang tot een exclusieve sessie met Seth Godin.

Door lezen over Carbon Equity, dat investeert in bedrijven die het klimaat redden, zoals Carbon Cure dat CO2 opslaat in beton? Kijk dan op carbonequity.com

En dan nog zelfpromo in relatie tot POM: bij AI Report draait een webinarreeks over hoe je een persoonlijk kennissysteem bouwt waar je taalmodel uit kan putten. Drie hoorcolleges, voor twaalf euro ben je al binnen via aireport.nl



This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit www.pom.show

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Under The Hood: In-Game Map QA

Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.


In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!

David - ATS Map QA Lead


"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."

Ivan - World Map Design QA Lead


"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2." 

When people hear "game testing" they often imagine that you simply get to play games all day. How different is the reality?

"Map testing is definitely not just playing the game all day. That's a classic myth. While the 'playing' aspect certainly has its place, it really only happens during the final stages of our testing process. The reality is far more methodical. We spend hours, or even days, testing one specific part of the map. We drive through the same stretch of road multiple times, checking completely different things on each pass while using different camera views and debug tools.

Simply playing the game is not enough to be a good tester. There is a specific skill set you need, these include attention to detail, a logical and analytical mindset, a good understanding of game industry standards, and a passion for making games more enjoyable for others. Communication skills are also vital because finding a bug is only half of the job. The other half is making sure the right people understand the issue. Ultimately, a good tester should save developers time. Instead of simply reporting that 'something is wrong,' a proper report explains the issue, how to reproduce it, what causes it, and potentially how it could be fixed."


What does a typical day look like for a QA Lead?

"Every day is a little different, but it generally consists of a mix of meetings, coordination, and oversight. Most of my time is spent assigning work, tracking testing progress, reviewing reported bugs, and regularly syncing with developers. Some days are calm and focused on planning, while others are all about solving unexpected, fast-moving issues. A large part of the job involves working closely with the team, discussing the bugs we find, figuring out the best approach, and deciding together what needs the most urgent attention."

What are some of the main things your teams are looking for when testing the game?

"It heavily depends on the stage of production. In the early stages, we focus mostly on the road network itself, its layout, and ensuring the drive is smooth. A big part of this phase is also checking the functionality of the economy and verifying the placement of game elements such as gas stations, companies, and truck dealers. In the later stages, our focus shifts to the AI's ability to navigate the road network, alongside visual polish, correct signage, and core gameplay. This is also when we examine performance across different areas to identify and fix any problematic frame rate drops.

Broadly speaking, we focus on almost everything related to the map. That includes road layouts and collisions, the job economy, gas station distribution, sleep areas and service locations, the UI map and its icons, direction blockers, road markings, traffic signs, speed limits, traffic lights, navigation and voice guidance, garage cutscenes, AI trajectories, triggers, quality consistency, scene logic, terrain, vegetation, world and country borders, asset collisions, gaps in terrain, floating objects, performance-heavy locations, environmental sounds and more!"


What do you enjoy most about working in QA?


"Being a game tester is a dream job for many people, and in many ways, it really is. There is an incredibly rewarding feeling in knowing that you're the safety net protecting the player's immersion and helping make the game better for everyone. It's deeply satisfying to watch a messy, broken build gradually turn into a polished world that millions of people will enjoy driving through. 

When a new DLC is released and you see players talking about how smooth the roads feel, how great the scenery looks, or how well everything runs, it's a fantastic feeling. You can look at that and think, 'Yeah, my team helped build that.'"

When a new map DLC or major update enters testing, how do you approach such a large project from start to finish?

"The QA process often begins before production even starts. We provide early feedback on concepts to avoid known issues before development kicks off. Once production begins, we use an agile testing approach, working through multiple iterations throughout development rather than waiting until the very end to deliver one massive list of issues.

Our systematic testing process is divided into four iterations and an economy test. The first iteration focuses entirely on road layouts, ensuring roads, turns, and slopes are safely drivable, even with the longest trailers and low-power engines. The economy test then verifies that companies generate jobs correctly and that cities provide a healthy variety of destinations. As development progresses, later iterations shift towards visual quality, gameplay consistency, and overall polish.

To make testing manageable, we divide each project into smaller sections, sometimes resulting in dozens or even hundreds of individual tasks covering specific roads and cities. These are tracked throughout development, allowing us to revisit the same areas at different stages. We use maps, checklists, internal tools, and bug-tracking systems to ensure every square mile is covered, while also encouraging testers to explore freely because unexpected issues are often found where nobody would think to look."


Many players only see the finished product. Roughly how much testing goes into a map expansion, update, or feature before release? Does it differ depending on what needs testing?


"There is a massive amount of testing involved, and it differs greatly depending on the project. Smaller projects, such as special event maps, can be thoroughly tested in just a few days. On the other hand, a huge project like the Nordic Horizons expansion takes thousands of hours of rigorous testing before it is ready for release.

Every single road, city, company, gas station, sleep area, tollgate, and ferry is tested at least four times, with a different tester each time. To give some insight into the scale, our Mantis bug tracker recorded 6,849 reports for the Illinois DLC, while South Dakota has generated 6,318 reports so far. These reports range from tiny holes in the terrain that are almost impossible to notice to major bugs that can cause the game to crash. Every report is assigned a priority and severity level so that the most serious issues are addressed first."


How closely do QA teams work with map designers, programmers, artists, and other departments throughout development?

"We work very closely across departments because testing is integrated throughout the entire development cycle. As map QA, we collaborate most closely with the map design and art teams. While the majority of our day-to-day communication happens through reports in the Mantis bug tracker, we also actively discuss issues through private messages on our internal chat system, and arrange direct meetings whenever an issue is important enough. Our interaction with the programming department is mostly on a need-to-know basis, usually when there is an issue involving erratic AI behaviour or when a brand-new code feature is being implemented directly into the map."

What tools or methods help you track, reproduce, and report issues efficiently?


"We rely on several internal systems that are connected to one another to track individual bugs and the overall progress of a DLC. We use a specialised internal reporting tool that allows a tester to submit a bug directly from the game or the map editor into our central bug-tracking database. Within a few minutes, the report appears and can even be viewed directly inside the map editor itself. This allows map designers to immediately see the exact issue within their active workspace and resolve it much more efficiently, saving a significant amount of time throughout development."


If there's one thing you'd like for people to better understand about QA and the work your teams do, what would it be?

"We'd like players to understand that map testing is a highly skilled, technical job, not simply driving around looking at the scenery or casually stumbling across a floating tree. In reality, a good tester is part detective and part data analyst. If we come across a strange physics bump on a highway or see AI traffic piling up at a roundabout, we don't just report it and move on. We have to understand exactly why it's happening. Translating what is broken on the road into actionable, structured information that our developers can easily understand and fix takes time, patience, and deep knowledge of the game."

What is one aspect of QA work that you think players would be most surprised to learn about?

"Players would probably be surprised by just how much knowledge about the game and real-world infrastructure you need to become a good tester. Our team has to maintain a solid understanding of complex internal game rules, real-world traffic laws, and regional layout standards across different countries. 

It's similar to the difference between someone who owns a truck and knows how to drive it and a mechanic who can remove the entire engine, take it apart piece by piece, and put it back together again. Becoming a highly skilled map tester can take years, and many testers naturally become specialists in certain areas of the game because they spend so much time working with those specific systems behind the scenes."


Have you encountered any particularly memorable, unusual, or funny bugs during your time at SCS Software?

Ivan: "Absolutely. Simulators have incredibly complex physics engines, and when things go wrong, they go wrong hilariously. It never gets old seeing an AI vehicle catapulted straight into space. Sometimes, our map designers also leave creative little surprises or jokes for us to discover during development, although we always make sure they don't make it into the live version of the game.

David: "One memorable moment happened while I was parking at a company prefab. I heard a train horn somewhere in the distance, and the sound kept getting louder until suddenly it was right next to me. The only problem was that there was no train there, and there weren't even any railway tracks nearby. A moment later, something invisible hit my truck and launched it all the way across the company. For a few seconds, I genuinely thought I had discovered a haunted company prefab."

How valuable are bug reports and feedback from the community when helping improve the game?

"Community feedback is extremely valuable to us. While our internal QA process is thorough, there are always issues that slip through, and players help us catch them by spotting details or inconsistencies that we might miss. What makes community feedback especially useful is the context players provide. Many are very familiar with the real-world locations we recreate, so they can quickly point out inaccuracies that would otherwise be difficult for us to notice. They also encounter a huge variety of gameplay situations, which helps surface edge cases that are hard to reproduce internally.

"In many cases, a well written report from the community can save us hours of investigation because players provide screenshots, videos, logs, save files, and clear reproduction steps."


Do you have a message for our community?


"A huge thank you for your support, feedback, and for riding along with us for so many years. It's an amazing feeling to work on a game where the players care just as much about the world as the people who build it. Your dedication pushes everyone at the studio to keep raising the bar with every new state, country, and feature. Safe travels, and we'll see you out on the road!"

We'd like to thank both David and Ivan for taking the time out of their busy days to chat with us about their roles in QA and how the team plays such an integral part in bringing our truck simulator titles to life. We hope you've learned a little more about the work that goes on behind the scenes. If you enjoyed this edition of Under the Hood, be sure to leave them a message in the comments below or on our social media channels. Until next time, keep on truckin'! 

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De NPO maakt zijn eigen clowns | POM S11E38

Jack van Gelder wordt elke maand gemonitord via zijn X-account, waar hij tussen tirades over D66-rechters en 21 miljard aan wegenbelasting de NBA-finale recenseert in proza dat bijna poëzie wordt. Het WK levert vooral fascinerende televisie op die nergens over gaat: Curaçao wordt via Corendon en het complete SBS-universum omgetoverd tot een Nederlandse eilandmarketingcampagne, inclusief politieke druk op de bondscoach van een soevereine staat om Dick Advocaat terug te halen. De NOS hangt een bordje met 'good vibes' op en probeert tevergeefs Amerikaanse bombast te vermengen met Hilversumse knulligheid, terwijl SBS zijn vergrijzingsprobleem oplost door het Oranje Café vol te zetten met nepo-babies. Medium Liesbeth van Dijk voorspelt bij Harry Mens met volle overtuiging dat Brazilië wereldkampioen wordt en de woningmarkt heel emotioneel is. Ticket to the Tribes stuurt influencers naar een Afrikaanse stam onder het mom van 'leren van elkaar', maar vergeet voor het gemak een tolk te regelen. Datzelfde 'begrijpen' zit in Mischa en de mannen die het beter weten, waarin de NPO eerst zelf zijn clowns creëert en vervolgens verbaasd vraagt wat hen drijft, terwijl het enige echte inzicht uit een pak lactosevrije melk en een schoonmaakstok komt. En dan is er Bureau Onrecht, waar oud-judoka Dennis van der Geest oplichters intimideert met niets meer dan een duim in zijn broekzak en een postuur als kernwapen, juridisch dichtgetimmerd door ARAG.

Live vragen stellen aan Seth Godin? Join de speciale breakout-room voor POM-luisteraars en ga naar denkproducties.nl/pom en meld je aan voor ABF2026.

Meer te weten te komen over Carbon Equity? Lees verder over Carbon Equity op carbonequity.com.



This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit www.pom.show

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British Columbia: Building Canada with Wety

Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.


From unique architecture and roadside infrastructure to region-specific environmental details, creating a believable Canadian setting requires a lot of effort. To learn more about the process, we spoke with Wety, one of our Map Designer on the British Columbia DLC, who is responsible for coordinating many of the generic assets that will help bring the province to life.


Could you introduce yourself to our readers and tell us a little about your role on the British Columbia DLC?

"Hi! I'm Wety, and I've been working as a Map Designer on Davido's team for the past five years. I joined SCS as a junior map designer with no previous experience in game development, but with a huge passion for video games. I've loved games ever since I was a kid playing DooM on a 486 PC. 

Alongside building parts of the map itself, many designers also take on additional responsibilities. Some focus on vegetation and biomes, while others specialize in roads and intersections. My area of responsibility is generic assets, which means helping identify, plan, and coordinate the assets that will be used throughout a DLC."


For players who may not be familiar with the term, what exactly are generic assets?

"In game development, assets are essentially everything the game is made from. Buildings, roads, vehicles, trees, sound effects, animations, and much more all fall under that category. Generic assets are assets that can be reused multiple times across different locations. Things like houses, small stores, power lines, trash bins, and countless other environmental details. Their purpose is to reduce development time while still creating a believable world. If every object in the game had to be unique, it would take an incredibly long time to build a map of this scale."


British Columbia is our first Canadian province in American Truck Simulator. From your perspective, what are some of the biggest visual differences between Canada and the United States that players will notice?

"One of the first things that stood out to me is how much the landscape is dominated by mountains. In British Columbia, it often feels like you're constantly surrounded by them. While there are mountainous regions in the United States as well, the areas I worked on previously didn't have quite the same feeling.

The southern part of the province still has some similarities to the American landscapes players may be familiar with, but further north and inland, the scenery becomes distinctly Canadian. Another thing I noticed is how bike-friendly many Canadian communities are. Dedicated bicycle lanes and cycling infrastructure are everywhere, and they quickly become a recognizable part of the environment."

How many new generic assets are being created specifically for British Columbia?

"Players will encounter around 130 new models throughout cities and rural areas, along with roughly 40 additional assets created specifically for depots and ferry terminals. We're also introducing several decorative Canadian-themed brands to help strengthen the province's identity, with around 14 new brands planned alongside numerous smaller advertisements and environmental details."


How does the creation process work, and how do you decide which assets should be made?

"The process starts with our Research Team. They travel through the region and identify things that appear frequently enough to justify creating dedicated assets for them. After that, I review the list together with other map designers and the DLC Lead. At this stage, we already need a fairly good idea of how the map will look so we can prioritize assets that will actually be used. 

We also check whether similar assets already exist from previous DLCs and can be reused. Once we've decided what needs to be created, we prepare documentation for our Asset Team. This includes reference photos, approximate dimensions, colour variations, and other important details. Then our talented 3D artists work their magic. Afterwards, we review the finished assets, provide any necessary feedback, and once everything looks right, they're ready to be placed in the map."

How closely do you work with the Asset Team throughout development?


"Ideally, not too much! That might sound strange, but it usually means everything is progressing smoothly. Once the initial documentation is prepared, the Asset Team generally has everything they need. Of course, questions still come up from time to time. Sometimes they need clarification on a specific detail, and occasionally we realize we've overlooked something and request additional assets later in development. It's very much a collaborative process."


Can you share a few examples of new assets that really help capture the character of British Columbia?

"One of my favourite examples is the Canadian bear-resistant trash bins you'll find throughout the province. They're designed so people can open them easily, but bears cannot. They're a small detail, but they instantly help establish a sense of place. Another great example would be the dry toilets commonly found at rest areas and recreational sites.

They're surprisingly distinctive and appear throughout British Columbia. I also really like some of the new residential houses we've created. Many feature steeply sloped roofs designed to prevent heavy snowfall from accumulating during winter. It's a practical design choice that immediately gives the architecture a distinctly Canadian feel."


You had the opportunity to visit British Columbia for research. What were some of your biggest takeaways from seeing the province in person?

"What impressed me most was how much nature dictates everything. In many parts of the United States, towns and roads can spread across relatively flat terrain, making straight roads and grid-like layouts common. British Columbia is very different. Roads often follow rivers, valleys, and mountain passes because that's simply where the terrain allows them to exist. As a result, roads constantly rise, fall, twist, and turn. It creates some incredible scenery, but it also makes recreating the region much more challenging from a map-building perspective."


Were there any locations, towns, or details that immediately stood out to you?

"My favourite place we visited was Whistler. Many people know it as the mountain resort that hosted events during the 2010 Winter Olympics and Paralympic Games, but it's also simply a beautiful place surrounded by spectacular mountains and forests. The entire area has a unique atmosphere, and it's easy to see why it's such a popular destination. It was memorable for another reason too, I ended up buying a hat there after accidentally sunburning my bald head while we were in Vancouver!"

How important is real-world research when creating assets and making a region feel authentic?

"It gives you perspective. A lot of details that you see in photos or videos don't seem significant at first. But then you're there, trying to get rid of some trash, and you find one of these anti-bear trash bins that resists your attempts to open it. Then you realize why, and it all makes sense. Suddenly, you know those big boys are in the forests around you."

Or you have to almost get hit and yelled at by a cyclist on a sidewalk to realise that those lines are for bicycles, and that people take them there seriously. And all those mountains you can see in pictures? In real life, they're way bigger than you can even imagine.


When players first hit the road in British Columbia, what details should they keep an eye out for?

"Beyond the obvious road-related additions such as new crash barriers, reflective posts, and road markings, players should pay attention to the architecture and agricultural areas. You'll encounter new apartment buildings and residential neighbourhoods inspired by the suburbs surrounding Vancouver, as well as large fruit farms complete with distinctive farmhouses and hacienda-style buildings. 

Players may also spot wind machines used to protect crops from freezing temperatures, a detail commonly found in orchard regions. Another familiar sight making a return with a new look are the towering grain elevators that stand as landmarks across the landscape. One of these will be located very close to the border and should be easy to spot during your travels. And of course, don't forget to watch for the large 'Welcome to British Columbia' signs when entering the province." 

Finally, what are you most excited for players to experience when they explore British Columbia for the first time?

"More than anything, I hope players enjoy it. We can spend countless hours researching, building, and refining every detail, but ultimately what matters most is whether players have fun driving through the world we've created. So I simply hope everyone has a great time truckin' through British Columbia."


We'd like to thank Wety for taking the time to share the work that goes into creating the assets that help define a region's identity. We hope you've enjoyed this behind-the-scenes look at the process and perhaps learned a thing or two along the way! If you'd like to see more articles like this, be sure to leave a comment and let us know what other topics you'd like us to explore.

We look forward to sharing more from the British Columbia DLC in the future. If you're excited for this new region, be sure to add it to your Steam Wishlist! Until then, keep on truckin'!

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South Dakota: Custom Depots #2

Excited to get delivering in South Dakota? Then this blog is for you! Today, we're happy to share more of the custom depots you'll deliver to and from in our upcoming South Dakota DLC for American Truck Simulator. From busy agricultural industries to a large scrapyard, let's take a closer look at what our teams have been busy creating!


Unlike standard prefabs, these depots have been carefully assembled by our map designers using a variety of assets, giving each one a distinct look and feel. Many of them are based on real-world locations, which perhaps some of you might recognise if you live locally or visit South Dakota often.


Agriculture plays a major role in South Dakota’s economy, and players will find plenty of job contract opportunities from a range of farming industries across the state. One such location can be found near the city of Aberdeen, where you'll discover a large farm facility featuring numerous silos used for storing crops and seeds before they are shipped further afield. Set amongst the vast prairies and open spaces that define much of South Dakota's landscape, drivers will be treated to panoramic views and seemingly endless horizons as they travel between jobs. This is just one of the many farms that make up South Dakota’s number one industry. 


The agriculture industry covers much more than just seeds and crops, however, and nearby the city of Mitchell, players will discover a custom farm livestock depot inspired by a real-life facility. You'll be sure to spot plenty of livestock roaming the nearby fields, as South Dakota famously has the highest cattle to people ratio in the U.S., with approximately 4 times as many cattle as people living in the state!


For those who enjoy heavy industry and rugged terrain, the Spearfish area will feature a large quarry-inspired depot nestled within the scenic Black Hills region. Hauling materials in and out of this site will require careful driving through winding roads and rough terrain, all while surrounded by impressive rocky landscapes and industrial machinery.


In the city of Lead, you’ll find the largest open pit in South Dakota. It is a closed gold mine and a clear visual dominant of the city. In the mine's underground, 4,850 feet deep, we can find a unique research laboratory. It is the deepest underground laboratory in the United States and it houses experiments connected to dark matter and neutrinos, which need to be conducted far below the Earth’s surface, shielded from cosmic radiation. This research facility also serves as an inspiration for one of our locations in the South Dakota DLC. Our players will be able to explore a part of the facility and experience the atmosphere of a place like this for themselves 


Nearby Aberdeen, players will also come across a large scrapyard depot inspired by a real-life agricultural salvage facility. Spanning a huge area filled with rows of machinery, stacked equipment, scrap piles, containers, and industrial vehicles, this custom depot is based on a well known scrapyard business where people travel from across the region in search of spare parts, equipment, and older vehicles.


Grain transportation remains a key part of South Dakota’s economy, and nearby Mitchell, players can deliver to and from a large grain elevator situated amidst the surrounding countryside. Surrounded by open fields, this agricultural landmark captures the scenic character of South Dakota’s farming regions. Standing tall above the prairie, grain elevators like this serve as important hubs for storing and transporting crops throughout the Midwest, and are a familiar sight for truckers travelling America's backroads and highways alike. 


We look forward to sharing even more from this upcoming DLC for American Truck Simulator in the future, right here on our blog. If you're excited to be haulin' in the Mount Rushmore State, be sure to add South Dakota to your Steam Wishlist, your support means a lot to us. Until next time, happy haulin’!

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De MAGA Cup | POM S11E37

Volgens een artikel in de Financial Times is het WK voetbal altijd al een politiek instrument geweest: oprichter Jules Rimet wilde er na de loopgraven van de Eerste Wereldoorlog de wereldvrede mee bewerkstelligen, maar door een weeffout in de bekostiging zijn het inmiddels vooral despoten die het toernooi binnenhalen, met Trumps MAGA Cup als nieuwste hoofdstuk.

Tegelijk blijkt een stadion juist een van de weinige plekken waar dissent niet te onderdrukken valt, of het nu Catalanen onder Franco zijn, Italiaanse ballingen die Mussolini's elftal uitfloten of een Megatron in Madison Square Garden die Trump wegjoelt. De NOS draait dat soort boegeroep liever weg en neemt klakkeloos de gemanipuleerde FIFA-feed over, en dat is precies wat een publieke omroep in tijden van wantrouwen niet zou moeten doen.

Het boek How to Rule the World ontmaskert ondertussen het Stanford binnen Stanford, waar VC's al in eerstejaars investeren, feestjes alleen nog met sober monitors en een "I am on stolen land"-eed mogen, en de campuspresident sneuvelt op gefotoshopte onderzoeksresultaten.

Tussendoor een ode aan de sonische identiteiten van de FIFA, met San Francisco als onbetwiste favoriet.

Meer te weten te komen over Carbon Equity? Lees dan verder op carbonequity.com

Interesse gewekt voor Seth Godin? Begrijpelijk! Tickets voor het Amsterdam Business Forum op 18 september vind je op DenkProducties.nl.



This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit www.pom.show

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ETS2 1.60 Update: Volvo FH Series 6 Update

Today, we’re excited to share a preview of an upcoming update for owners of the Volvo FH Series 6 arriving in Euro Truck Simulator 2 as part of the upcoming 1.60 update. Let's take a closer look at what's in store! 


Players will soon be able to customize their Volvo FH Series 6 with a selection of several new aerodynamic parts. Included in this upcoming update are the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck’s overall design.


Alongside these additions, all Aero cabin variants will also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.


Some of the aerodynamic developments seen on the real-world truck are even influenced by technologies and concepts used within the aerospace industry!


Our vehicle team has worked carefully to recreate these new parts in detail for this upcoming update, and we hope you enjoy the previews of what you see here. Whether you prefer building a clean factory-spec truck or customizing your rig for long-haul journeys across Europe, these new aero-part accessories will offer even more options for personalising your truck and fleet.



We’d like to extend our sincerest thanks to our good friends at Volvo Trucks for their support and collaboration in allowing us to bring these new additions for our players to explore and enjoy.



We look forward to sharing more news about the upcoming 1.60 update for Euro Truck Simulator 2. Until then, be sure to follow us on our social media channels (X/Twitter, Facebook, Instagram, Bluesky, YouTube) or subscribe to our newsletter so you don't miss a single update! 

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Lang leve Europa, lang leve Ferrari | POM S11E36

Claude gedraagt zich opeens als een paternalistische betweter en Google's Whoop-kloon roept de noodtoestand uit na drie glazen wijn, compleet met dagenlange strafpreken over een te zware fietssessie. Maar het echte verhaal gaat over Ferrari, dat met de elektrische Luce voor het eerst een vijfpersoonsauto maakt die er volgens half de wereld verschrikkelijk goedkoop uitziet, ontworpen door Jony Ive's LoveFrom voor 185 miljoen euro per jaar. Toch zit er een meesterplan achter: die bak van een half miljoen is niet voor de petrolheads maar voor Chinese miljonairs en techbro's die een auto als software zien. Ferrari verkoopt amper 13.000 auto's per jaar met een marge van 30 procent en houdt zijn exclusiviteit kunstmatig overeind via een loyaliteitsscore waar je bijna niet in komt. De conclusie: zo blijft Europa relevant, door je nostalgie overboord te kieperen en te maken wat techmiljonairs en Chinezen mooi vinden. Daarnaast de vraag waarom niemand een journalistieke deep dive à la Acquired voor het Nederlandse nieuws maakt, terwijl dat format elk luisterboek de grond in trapt. En het inzicht dat YouTube overdag groter is dan Netflix, podcasters de nieuwe tv-sterren zijn, en Jay Shetty een deal van 100 miljoen dollar tekende met Spotify en Netflix.

Wil je 18 september ook luisteren naar het verhaal van Steven Bartlett en zijn merk Steven.com? Tickets voor het Amsterdam Business Forum vind je op DenkProducties.nl

Meer te weten te komen over Carbon Equity? Lees dan verder op carbonequity.com

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NRC durft eindelijk 'VPN' te zeggen | POM S11E35

Alexander heeft Claude Code ingeruild voor Codex en vibecodet inmiddels vanaf zijn telefoon met een talent voor overgave dat Ernst-Jan de stuipen op het lijf jaagt: wie geeft er nou zijn DNS-paneel en Beeper aan een AI met de woorden 'succes, one shot'?De Substack tax jaagt makers massaal weg vanwege die 10 procent, maar POM stapte zelf over naar Beehiiv en ontdekte dat het gras daar niet per se groener is, alleen anders gemaaid. Verder een ode aan NRC, dat een nerdenkrant is geworden en gewoon 'VPN' in de kop durft te zetten, plus een essay van Andreessen Horowitz over de diepgewortelde haat tussen Silicon Valley en de media. En vandaag een heus cultuurblokje: Ernst-Jans maand zonder social media, een verslavende Substack over stoppen met drinken, en een true crime-boek dat eigenlijk gewoon een podcast op papier is. Veel plezier met luisteren!

Verder lezen over wat Carbon Equity nog meer doet? Lees meer op carbonequity.com

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Papa is niet boos, papa is teleurgesteld. ft Alex Mazereeuw | POM S11E34

Om deze aflevering te kijken (YouTube bant ons steeds) → https://www.pom.show/p/papa-is-niet-boos-papa-is-teleurgesteld

Met Alex Mazereeuw bespreken we weer de televisiemaand en het thema is splitbrain. De NOS pakte het Songfestival over van AvroTros en koos niet voor sobere journalistiek maar voor de sportredactie-aanpak: twee showponies in het commentaarhokje en feestneuzen op. Jack van Gelder liet zich live inbellen bij Shownieuws om zijn Telegraaf-uitspraken over Hélène Hendriks terug te draaien, compleet met AirPods die naar boven wijzen en een teddybeer op de achtergrond. Yvonne Coldeweijer won haar rechtszaak tegen Talpa maar mag nu exclusief content maken op Kijk.nl, waar niemand kijkt. Pesterij verpakt als schikking. Ondertussen grijpen de streamingdiensten hard terug naar platheid: Videoland kondigt een Flodder-remake aan en Amazon Prime lanceert Ticket to the Tribes, een programma waarin Nederlanders stammen in Afrika bezoeken dat zo uit 2010 lijkt weggelopen…

Verder lezen over wat Carbon Equity nog meer doet? Lees verder op carbonequity.com

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Alexander ging chinamaxxen (en kwam terug met een rijbewijs) | POM S11E33

Gen Z doet aan China Maxxing: warm water drinken, appeltjes koken en warme voeten als levensfilosofie. Alexander ging een stap verder en vloog naar Shenzhen, waar het standaard toeristenprogramma bestaat uit drone-bezorging, zelfrijdende taxi's en een exoskelet aantrekken. Op de elektronicamarkten liggen volledig werkende iPhones zonder serienummer voor de helft van de prijs, samengesteld uit onderdelen die allemaal in de buurt gemaakt worden. Een lokale VC legt uit waarom slimme Chinezen na een Amerikaanse studie gewoon terugkomen: research grants drie keer zo hoog, iteratiecycli van een dag voor hardware-startups, en ieder jaar wordt het leven zichtbaar beter. Op een roboticabeurs verkoopt stand na stand losse oogjes, haartjes en software voor humanoids, inclusief een robot die patrouilleert op een basisschool. Autofabrikant Xpeng laat een vliegende auto zien die er absurd uitziet maar wel echt in productie gaat. En dan is er nog de Chinese bureaucratie: Alexander haalt zijn rijbewijs via een kafkaësk parcours met stempels, Noord-Koreaanse microfoons en een verplicht halfuur SBS6-achtige verkeersongelukken kijken.

Meer weten over Carbon Equity? Lees verder op carbonequity.com

Meer informatie over Undersigned vind je hier.

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Ondankbaar: Ernst-Jan haalt te weinig denkdividend uit vibecoden! | POM S11E32

Ernst-Jan luistert niet meer naar podcasts maar leest samenvattingen, inclusief een apart overzichtje van de woordgrapjes uit Hard Fork. Hij heeft met Tasklet een systeem gebouwd dat bij elke nieuwe aflevering automatisch een samenvatting in zijn Readwise stuurt, met per podcast een ander prompt. Het resultaat: hij lacht niet meer hardop op de pont. Alexander heeft ondertussen zijn eigen RSS-reader gebouwd die nieuwsbrieven automatisch ontleedt, koppen herschrijft naar hoge informatiedichtheid en podcasts comprimeert tot tekst. Vibecoden is TikTok voor nerds: Alexander maakt prediction markets voor zijn vriendengroep en eigen e-mailclients, terwijl Ernst-Jan na een week eindeloos knoppen optimaliseren besloot dat hij zijn schaarse aandacht ergens anders aan wil besteden. Met Claude Cowork heeft Ernst-Jan wel een digitale secretaris gebouwd die elke ochtend zijn Obsidian-vault doorzoekt, zijn dag briefed en zelfs een profielpagina van Alexander bijhoudt als "resource". Cory Doctorows boek over enshittification maakt ondertussen pijnlijk duidelijk dat je Samsung-tv elke dag vraagt of 268 advertentiepartners mogen meekijken, net zolang tot iemand in je huishouden op "aanvaarden" klikt.

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Format is dood (lang leve The Box) ft. Alex Mazereeuw | POM S11E31

Kijk de video hier: https://www.pom.show/p/format-is-dood-lang-leve-the-box

Wakker in Paraguay blijkt na het zien van de hele serie toch een voltreffer: de makers winnen het vertrouwen van complotwappies zo volledig dat ze alles loslaten voor de camera.

Ondertussen is Jack van Gelder gecanceld door Talpa wegens onwerkbaar gedrag en zelfs op X verworden tot een stille reposter. Er komt troost: The Passion keert terug in Dwingelo, en ter ere daarvan graaft Alex de beelden op van Jack die in 2014 Zwart Wit van Frank Boeijen zong. Met zoveel pathos dat je er dagen van moet bijkomen.

Het nieuwe RTL-format The Box dropt BN'ers in gele dozen zonder spelregels en laat zowel deelnemers als kijkers zelf maar uitzoeken wat de bedoeling is.

Rob Kemps vervangt Frank Lammers als Jumbo-gezicht met een campagne die verdacht veel naar D66-verkiezingsretoriek ruikt. Er volgt een bloemlezing van BN'ers in reclames door de jaren heen, van borderline racistische Belcompany-spotjes tot Adelheid Roosen die je doodleuk vertelt dat we allemaal doodgaan.

De verlossing komt echter van Editie NL, dat bewijst dat een briljante invalshoek niet door een taalmodel is na te doen. Veel plezier!

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Hoe drie mannen en een hondenpak een mediamultinational bouwden die groter is dan iedereen denkt | POM S11E29

Studio 100 draait meer dan 300 miljoen omzet, heeft duizenden medewerkers en maakt op dit moment met 500 mensen in Australië een Stranger Things-animatiereeks voor Netflix, en vrijwel niemand weet het. Thomas Smolders schreef het definitieve boek over het bedrijf dat hij de Europese Disney noemt, en legt uit hoe een omroeper met een pratende hond uitgroeide tot een multinational met pretparken, musicals en een IP-catalogus waar Maya de Bij, Pippi Langkous en Wickie de Viking in zitten.

De succesingrediënten: een vliegwielmodel à la Disney, slimme licentiedeals die merchandisers dwongen om langetermijnrelaties aan te gaan, en een portfoliostrategie die per leeftijdsgroep en geslacht nieuwe franchises lanceerde. Danny Verbiest, de man in het Samsonpak, liet zich op Mauritius letterlijk levend begraven in een doodskist onder het zand voor één helikoptershot. Dat niveau toewijding zat in het DNA van het bedrijf.

Kabouter Plop bleek briljant omdat de opverende muts met belletjes trademarkbaar was, iets wat met een generieke hond als Samson nooit lukte. De originele K3 verkoopt nu Ahoy keer op keer uit voor een generatie millennials die de liedjes nog steeds meezingt, en hun kinderen kijken ondertussen weer gewoon naar Bumba. De echte groei zit niet meer in kindercontent, want die markt is te gesatureerd, maar in volwassen entertainment zoals musicals met rijdende tribunes die richting Broadway gaan.

Hier koop je het boek: https://www.paagman.nl/product/83856099/van-hond-naar-100-door-thomas-smolders

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Ik zou uw dochter kunnen zijn | POM S11E28

Doortje Smithuijsen heeft zichzelf uitgenodigd bij POM - het enige interview dat ze zelf heeft geïnitieerd in het hele perstraject rond haar Boekenweekessay. Er moest kennelijk iets uit.

In 'Ik zou uw dochter kunnen zijn' houdt ze de Nederlandse culturele elite een spiegel voor. Niet met cijfers of een preek, maar met humor en herkenbare scènes: de arthouse bioscoop op zaterdagmiddag, de dure bakker, de teleurstelling over een koophuis in Weesp. Het essay gaat over entitlement - bij boomers die vinden dat ze hun welvaart hebben verdiend, én bij hun millennial-kinderen die teleurgesteld zijn dat het beloofde leven er niet helemaal blijkt te zijn. Doortje denkt dat juist dat hardnekkige gevoel van 'recht hebben op' de reden is dat er over vermogensongelijkheid wel eindeloos wordt gepraat, maar nooit iets verandert.

We horen hoe het CPNB met een complete delegatie en een speltje langskwam om haar te vragen (maar eigenlijk al wist dat ze ja zou zeggen), waarom ze bewust koos voor een Wolkers-achtig omslag en een foto op haar oude tennisbaan, en wat er gebeurt als je bij de EO ‘nou en’ zegt over erfbelasting.

Het essay ligt vanaf 11 maart in de boekhandel. Lees er hier meer over: https://cpnb.nl/nieuws/hendrik-groen-en-doortje-smithuijsen-boekenweekauteurs-2026/

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Wantrouwen als prime time ft. Alex Mazereeuw | POM S11E27

Alex heeft een thema meegenomen: vertrouwen. Iets waar we allemaal meer van kunnen gebruiken, maar wat de Nederlandse televisie systematisch ondermijnt. Hij bouwt een monument van fragmenten dat steeds grimmiger wordt. Van rugnummers raden in een spiegelloze villa tot reality-schurken die elkaar kogels in de rug beloven voor 25.000 euro. Watch Your Back, Valsspel, House of Villains: het zijn allemaal variaties op dezelfde onderliggende stroming. Wantrouwen als entertainment. Ernst-Jan stelt de kernvraag: spiegelt televisie wat er in de samenleving leeft, of voedt het de cynisme alleen maar?

Ook het vertrouwen in datingprogramma’s brokkelt af. First Dates stopt, Lang Leve de Liefde ook, en een deelneemster blijkt haar “eerste date” een jaar lang geënsceneerd te hebben om te bewijzen dat ze kan acteren. De oprechtheid die ooit de kern was van het genre is vervangen door BN’ers die het podium gebruiken als springplank. Boer Zoekt Vrouw houdt stand juist omdat het nog knullig en echt voelt, maar zodra Winter Vol Liefde oprechte kandidaten cast, vindt de kijker het saai. Bloedirritant, die kijker.

De verlossing komt van onverwachte hoek. Rob Geus keert terug als de hygiënepolitie en bewijst dat televisie ook vertrouwen kan opbouwen: hij daalt neer naar het volk, luistert naar zorgen over acute diarree, en confronteert restauranthouders met vieze pannen. De dominee en de koopman in één persoon. Don’t touch me in the food.

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Als je NU nog niet vibecodet ben je gek | POM S11E26

De bruiloftgasten die waren afgehaakt omdat POM te veel over AI ging, kunnen beter wegblijven: deze aflevering gaat vol gas over Claude Code. Ernst-Jan bouwde in twintig minuten een browser-extensie waar De Correspondent in 2014 geen developers voor had, en maakte samen met zijn zoon een compleet spel genaamd Brazolski - inclusief sneeuw en vuurwerkshow. Alexander heeft inmiddels een to-do-app die eruitziet als Things maar draait op Obsidian, gebouwd door zijn computer terwijl hij sliep.

De nieuwe tool Clawdbot gaat nog een stap verder: die krijgt toegang tot je mail, agenda en Notion, en gaat proactief taken uitvoeren zonder dat je erom vraagt. Klinkt geweldig, maar de beveiligingsrisico's zijn reëel - prompt hijacking kan ervoor zorgen dat iemand via een appje al je mail laat wissen. De kloof tussen mensen die dit snappen en de rest van de samenleving wordt steeds groter, terwijl kranten nog steeds schrijven over 'fancy autocomplete'.

Conclusie: iedereen zou nu moeten experimenteren met Claude Code, en er moet eigenlijk een burgerberaad over AI komen.

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