VTCBase user guide

Everything you need to get the most out of VTCBase — from signing in to your economy, fleet, contracts and rankings.

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What VTCBase is

VTCBase works like a haulier's cooperative. It is worth understanding this first, because it explains almost every decision you will come across later.

You are an independent haulier. Your balance is yours, your trucks are yours and your record is yours. If you ever move to another company, you take it all with you: the money you earned, the fleet you bought and the stats you built. No VTC owns your work, just as no real haulier loses their truck when they change client.

And you join a VTC because on your own you only get so far. A company gives you what you do not have alone: a base with a workshop and a fuel depot, contracts to fulfil, colleagues to drive with and a structure that handles the logistics. In return, the company keeps a commission on every job you run. That is the deal, and it is the same one that exists in real haulage: you drive, the company finds and organises the work, and the income is shared.

Each VTC decides how much it keeps. Some charge little and expect volume; others charge more and give back better bonuses, rates or expense cover. You can check before joining, and you can leave if it does not suit you.

What no company decides are the rules of the game. What a kilometre pays, what diesel costs, how fast a truck wears, what a repair is worth or what you get when you start: that is set by the platform and is the same for everyone. It is not an arbitrary limit — it is what makes the numbers mean something. If every company set its own figures, an income ranking would be won by whoever raised their rate, not by whoever drove better, and comparing two VTCs would be pointless.

And companies are not on their own either. A VTC can get repairs at another's workshop, publish contracts for outside drivers to fulfil, sign people through the market, take each other on in challenges and compete in the standings. That is where the cooperative really shows: companies need each other, and the ones that connect the most are the ones that work best.

In short: independent drivers who group together to get further, companies competing under the same rules, and a platform whose job is to keep those rules the same for everybody.

Getting started

Welcome to VTCBase, the platform where your Euro Truck Simulator 2 and American Truck Simulator deliveries turn into a real virtual trucking company (VTC): balance, rankings, contracts, a garage and more.

Sign in with Steam

There are no passwords to remember. Click Sign in with Steam, approve the request on Steam's own page, and you're in. VTCBase reads your public Steam name and avatar to set up your profile automatically. Unless VTCBase already recognises you from a linked Trucky VTC and drops you straight onto its dashboard (see Already using Trucky? below), the first time you sign in you arrive as a visitor with no company yet — so the next step is to join or start one.

Choose how you play

Once you're signed in without a company, the welcome screen shows three options:

  • Create a VTC. Start your own company from scratch and become its owner. You'll choose:

    • a company name and a short URL identifier (the "slug");
    • your interface language (12 available) and a name for your currency;
    • the game — ETS2 or ATS. If you play both, start with one: you can buy bases in the other game later;
    • your base city — only base-map cities (no DLC) with an official in-game garage, so every driver has it. This one is permanent: you can buy extra bases later, but the main base stays where you put it;
    • optionally, your country, shown as your flag in the company rankings.

    New companies start with the platform's balanced economy switched on; as the owner you can still adjust your commission, penalties and policies afterwards.

  • Join with a code. If a VTC invited you, paste the code and you're in as a driver. Codes are 12 characters and not case-sensitive, so don't worry about capitals or stray spaces. Ask your VTC's manager for one if you don't have it.

  • Play solo. Drive without a company: your own career, routes and ranking. See Solo mode below.

After creating your VTC

Your company uses VTCBase's own telemetry from day one: each driver installs the VTCBase client and generates their token from their profile, and routes come in on their own. You don't need Trucky — if you prefer it, you can link it any time later.

Everything you chose can be changed later under Administration → Settings (name, description, logo, language, currency, Discord…) — except the base city.

Already using Trucky?

VTCBase can link to Trucky, though that integration is being retired in favour of VTCBase's own telemetry app. If you sign in with Steam and you're already a member of a Trucky VTC, VTCBase detects it and lets you choose: join that same VTC on VTCBase, or join a different one with an invitation code — you're never forced into the Trucky one. If you're the owner of a Trucky VTC that isn't on VTCBase yet, it guides you to register it in one click. If it doesn't catch you right away (Trucky can take a few minutes to update), there's a "Check again" button on the welcome screen.

Once you're in

New drivers get a welcome balance to get started — €4,000 🔒, the same in every VTC. The platform sets it and no company can change it: your balance travels with you, so leaving it in each owner's hands would mean letting them mint money. It only tops you up if you arrive empty-handed: your balance and your truck fleet travel with you, so if you ever move to another company you keep what you've earned and bought (and skip the welcome bonus).

Before you claim your first truck

Your first truck in each game is free, but you only get to claim it once and you can never sell it. And here is the part that catches people out: the truck you pick here only counts as yours if in-game you drive that same model (or another Dealership truck of the same brand). If the truck you're driving isn't one of yours, that job counts as someone else's truck and you pay rental on it.

So there are only two sensible ways to start:

  • If you're going to play on a profile that already has a truck: claim your free truck in the Dealership by picking the same model you already drive in-game.
  • If you're starting a new profile: don't claim the free truck yet. Wait until you have money in-game and know which truck will really be your first one, then pick that same one here.

If you jumped ahead and claimed the wrong one, it's not a disaster: you can buy the right one for €30,000 as soon as you have the balance. But the free one is spent and doesn't come back, so it's worth the wait. And if your thing is mod trucks, what you want is the Truck Mod wildcard: a mod truck doesn't count as a Dealership truck, even if it has the same name. The Truck Mod can't be your free truck (see Trucks, trailers and components).

The free vehicle is always a truck. The cars from ATS's car mode are bought separately (see Car jobs (ATS)).

For owners: inviting drivers

After creating your VTC, invite drivers from your management panel. You generate invitation codes there, choosing how many times each can be used (10 by default, up to 1,000) and when it expires (30 days by default; you can extend it up to a year or set no expiry at all). You can revoke any code at any time. Share a code, and your drivers use the Join with a code option above.

Telemetry (the .exe) and RS points

Your driving only counts once VTCBase knows about it. There are two ways your routes can reach the platform, and every driver uses exactly one at a time.

How your routes get in

  • The VTCBase telemetry app (the ".exe") — VTCBase's own desktop client. It reads the game live and reports to the platform in real time. This is the way forward.
  • The legacy Trucky link — the old integration. It still works, but it is being retired, so new drivers should use the .exe.

You are always on one source only — the platform never pays the same route twice. Which source you use depends on your VTC's policy (set by the owner 🔒): a company can force everyone onto Trucky, force everyone onto VTCBase, or run "mixed", where you pick your own source from a toggle on your profile.

Getting connected: open your profile and generate your telemetry token. It is shown once — copy it into the .exe and keep it safe. If you lose it, just generate a new one (this immediately revokes the old one). The app auto-updates itself, so you always run the current version.

While you drive

Once you are on a job, the .exe sends a live "heartbeat" every few seconds. That feeds the fleet map, the Routes in Progress widget, and a live row in your trucks list — showing your position, destination, remaining distance, fuel, ETA and driving-time-until-rest, with a progress bar that behaves correctly even on ferry and train legs.

When you deliver

On delivery, the .exe sends the authoritative job. VTCBase runs it through the exact same economy engine as Trucky — same pay, same commission, same fuel, garage, contracts, convoys and events. It works for both ETS2 and ATS, and in both singleplayer and TruckersMP. (TruckersMP routes pay even without the Real Simulation seal, since it is genuine multiplayer.) The euro economy itself is centrally balanced by the platform; your owner still sets the commission and any penalties.

In ATS, car mode jobs count too, with their own rate and their own ranking. You need version 0.9.85 of the program or later (see Car jobs (ATS)).

RS points — the realism score

RS points are VTCBase's own driving-quality score. They replace Trucky's old "HP" everywhere it mattered: the VTCScore, driver and company rankings, and the RS-sealed "best route" records. Important: RS points never touch your money or balance — they only affect rankings.

The idea is simple: reward realistic, clean, long driving with signals that can't be faked.

RS points = (Quality ÷ 100) × kilometres

Quality (0–100) blends three disciplines the .exe verifies from real telemetry:

  • Speed discipline — how much you exceed the limit.
  • Traffic discipline — the number of fines per 1,000 km (not the fine amount).
  • Realism discipline — how many of the 12 realism settings (real fatigue, police, 100% traffic, no teleport/auto-park cheats, etc.) you have switched on.

Realism carries half the weight (50%), with speed and traffic sharing the rest. Partial realism still scores — if you have, say, 6 of the 12 settings on, that discipline scores proportionally rather than dropping to zero (as long as at least one is enabled), so you are always rewarded for driving more realistically. Cancelled routes score no RS points. For fairness there's a 10,000 km cap per job: anything beyond that is clamped, for pay as well as for points. Pay is calculated from distance, so without a ceiling a manipulated payload would mean unlimited money and points. In practice it touches nobody: only 0.7% of completed routes even reach 5,000 km, and the longest real one is around 9,998. If you want a longer trip than that, split it into two or three jobs and you'll be paid for every kilometre. These scoring rules are a fixed platform preset — the same for every VTC.

Car jobs have their own RS. Only the realism settings that make sense for a car count, and cargo care is added. That RS counts in the car ranking, never in the truck one (see Car jobs (ATS)).

The more settings, the more points

Realism discipline is a direct proportion: the settings you have enabled divided by the total. With 12 of 12 it scores 100; with 6 of 12, 50.

And since it carries half of Quality, it shows. Same 1,000 km job, driving equally well (no speeding, no fines):

Settings on Quality RS Points
12 of 12 100 1,000
8 of 12 83.3 833
6 of 12 75.0 750
3 of 12 62.5 625
1 of 12 54.2 542

(The table assumes you have police switched on. Turning it off costs double — you lose that setting and your traffic discipline drops as well — so with police off the numbers come out lower than the ones here.)

So: you can drive with half the settings and still score — nobody stops you. You just don't score the same as someone who makes it genuinely hard for themselves. With zero settings enabled the job scores no RS at all.

Look at what that means: going from 6 to 12 settings on that same job is 250 extra points without driving a single extra kilometre. Raising realism often pays better than driving further.

Traffic is checked too

Traffic discipline counts your fines per 1,000 km. But that only means something if there is traffic: on an empty road there's nobody to give way to and nobody who can fine you, so a 100 there proves nothing.

That's why, if the game can't produce fines, that discipline stops counting fines and drops to a baseline:

  • You have police disabled → baseline 70, the equivalent of 1.2 fines per 1,000 km.
  • You drive on TruckersMP → baseline 70 as well. There's no NPC traffic and no in-game police there, so "you weren't fined" says nothing about how you drive. That's normal and it isn't a bug: on TruckersMP this discipline will always come out at its baseline, whatever you do.

Your client's panel shows 12 rows, and all 12 of them score. The traffic one is number 12: having it at 100% adds up like any other setting, and turning it down costs you that row — no more, no less. Turning traffic down used to be very expensive because it was charged twice; since September it's charged just once, right there.

It isn't a punishment: you still score. In practice, against a perfect 100 and on a job driven equally well: turning traffic down costs about 4 Quality points, having police disabled about 11, and driving on TruckersMP about 7.

The in-game overlay

The .exe can draw a HUD inside the game with what matters at a glance: speed, distance left, ETA, time until your next rest, and the fuel price of the country you're driving through. You turn it on from the client: pick which data it shows, drag it around the screen and lock it so it stays out of the way.

On ATS car jobs it's with you just like in the truck, with the car's speed limit.

If the overlay misbehaves

If it doesn't appear, freezes, or ends up off-screen, resetting the client's configuration almost always fixes it:

  1. Close the program completely (tray icon → Exit). The overlay closes with it.
  2. Press Windows + R, type %APPDATA%\VTCBase and hit Enter.
  3. Delete the config.json file.
  4. Open the program again.

⚠️ This resets the client's entire configuration, including your token, so you'll need to generate a new one from your profile (the old one is revoked immediately).

Your jobs, your money and your stats are not in that file — they live on the platform. Only the program's settings on your PC are reset.

If the RS seal never appears

If the client's RS seal panel sits there waiting and never validates your settings, the usual cause is that your in-game profile has Steam Cloud synchronization turned on.

How to fix it — and careful, there are two settings with the same name:

  1. Open the game and go to the profile selection screen.
  2. Pick your profile and click “Edit Profile”.
  3. Under CONNECTIVITY, turn off “Steam Cloud Synchronization”.
  4. Confirm, close the game and the client, then open them again.

⚠️ It is not the Steam Cloud you find in Steam by right-clicking the game → Properties. That is a different setting and turning it off fixes nothing. The one that matters is on the profile, inside the game.

Mods: what happens if you use one that lowers realism

Some mods override the very settings that score — the limiter, fatigue, damage — and when the platform detects one, the realism of that route drops by a percentage. You'll see it in the route detail, with the mod's name, the reason and what it cost you.

And that's where it ends, so let's be clear:

  • You don't get banned. It isn't a sanction, and no realism warning ever leads to an account block.
  • You don't lose money. Not your balance, not your kilometres, not your truck, not your place in the company.
  • The only thing that drops is the score for those routes, which is what counts for the rankings and for your company's VTCScore.

It's your call. If you play for the pleasure of driving, use them: you lose nothing you care about. If you compete in the rankings, they'll cost you places, because the score is what decides your position. Nobody is going to tell you off for it.

A warning usually comes from several mods at once, so turning one off doesn't always clear it: check the full list in the route detail. And if you think a false positive slipped through, open a ticket with the route number and we'll look at it.

Install and update plugins with the game closed

Whenever you install or repair a plugin from the client, do it with the game closed. If the game is running, the change never goes through and it looks as if the button did nothing.

From version 0.9.85, the client updates the plugin on its own when there's a new one, as soon as the game is closed. If you have the game open, the client window tells you "A new version of the telemetry plugin is available. Close the game to update it: it installs itself." and the overlay shows RESTART THE GAME. Close the game, wait a moment and open it again: you only need to do this once.

If the game is using another program's plugin (SimHub, TrucksBook…) instead of VTCBase's, the client warns you in its window and the overlay shows PLUGIN FROM ANOTHER PROGRAM in amber. Your trucks are still recorded, but car jobs are not. Press Install / repair plugin and restart the game.

If the overlay shows up as a black bar

If the overlay appears as a solid black rectangle after booting your PC, move it slightly: repositioning it forces a redraw and it goes back to normal. It's a known bug and we're on it.

What each overlay icon means

All of them are switched on and off in the client: Settings → overlay icons. The fewer you keep, the shorter the bar.

About the trip

  • RS — the realism seal. Green = all good · amber = sealed, but something lowers the score · grey = no seal. Next to it, if you compete in a division, your VTCB Score and your division with your position (for example "D1 #35"). They're the ones for the vehicle you're driving: in a car, the car ones, with the car icon; in a truck, the truck ones, with or without a job. If you have no division in that class, you see the other class's, with its class icon (truck or car).
  • Route — from where to where
  • Cargo — what you are hauling and how many tonnes (on a car job, the courier delivery or the client's car, with no tonnes)
  • Distance — how far to the drop-off
  • ETA — how much driving is left
  • Arrival — what in-game time you will arrive
  • Fines — how many you have on this trip

About driving

  • Limit — the speed limit on that road
  • Cruise — the speed set on cruise control
  • Over — how far over the limit you are
  • Rest — how long until the mandatory rest

About fuel

  • Usage — average consumption, in L/100 km
  • Range — how far you can go on what is in the tank
  • Price — fuel price in the country or state you are in

And the clock

  • Time — the in-game time

Most people keep 4 or 5: distance, ETA, rest and range. The rest just makes the bar longer.

Economy & Fuel

One balanced economy for everyone

VTCBase runs on a single balanced economy that we manage centrally. It's tuned to be realistic (pay per km, fuel costs, cargo bonuses, repair costs, etc.) and it's the same for every company, so nobody has a wildly inflated or broken economy. This keeps things fair and lets us ship new features fast.

Your company still sets its own policies on top of that. In your admin panel (Economy tab), the fields the platform manages are marked with a 🔒 and can't be edited; everything without the lock is yours to set.

What VTCBase manages vs what you control

What the platform manages (the balanced preset 🔒) — basically "how much everything costs and pays", kept identical for every company so it's fair and consistent:

  • Pay & bonuses: the pay per km, and all cargo/route bonuses (ADR, fragile, high-value, heavy, workshop cargo, long-distance, by weight, consecutive routes, picking up from the warehouse…).
  • Fuel: price per litre/gallon, the deposit price, and fuel tax.
  • Realism cuts: how much we reduce the game's fines, ferries/trains and tolls, plus the bad-condition penalty and the "answer the company call" bonus.
  • Truck & trailer rental: the cost when you drive a truck or trailer you don't own.
  • Cars (ATS): the rate for car jobs (40% of the truck rate), their rental and their wear.
  • Maintenance: repair costs (engine, brakes, wheels, chassis) and how fast parts wear out.
  • Dealership: truck price, upgrade price and depreciation when you sell.
  • Workshop supplies: the supplies system and its settings.
  • New drivers: the starting balance a driver gets when they join.
  • Which systems are on: the warehouse/inventory, contracts, convoys, truck components, and the bank/loans.

What you (the owner) control (your policies) — the business decisions that are yours, VTC by VTC:

  • Commission (%) — the cut your VTC takes from each route your drivers complete.
  • Penalties — for cancelling a route in progress, and for abandoning or letting a contract/event expire.
  • Route-type adjustments — first, whether non-Hardcore routes pay at all. By default they all pay: Accept non-Hardcore jobs comes set to "Yes". If you set it to "No", in single-player only routes with the full RS seal — all 12 of ETS2/ATS's realism settings switched on (fatigue, police, rain, 100% traffic, random events, realistic parking, speed limiter, air brakes, stability…) — generate balance; a route with partial realism (say 8 of 12) still earns RS points for the rankings, but it records with €0. TruckersMP routes always pay. Then you set how much you reduce pay on those non-Hardcore routes and on TruckersMP routes (your call on rewarding "less realistic" driving), plus an extra hardcore bonus for full-seal routes.
  • Daily bonuses — turn the daily driver bonuses on or off.
  • Dynamic fuel prices by country/state — on or off.
  • Fuel cargo list — which cargoes count as "fuel" for the deposit.

So: we keep the money balanced and consistent, you keep control of your VTC's own rules.

How fuel is charged

It comes down to one thing: whether the truck is yours or not.

With your own truck — the tank is yours. You pay when you refuel, at the price of the country where the pump is. If you finish the route with a half-full tank, that diesel is still yours and you're charged nothing for it: you already paid when you put it in.

With a truck that doesn't count as yours (see Which truck counts as yours: rented, borrowed, taken from the game, or a mod without the Truck Mod) — it arrives with a full tank and that diesel isn't yours. Here it works differently:

  • You're charged the fuel BURNED on the route, not the fuel refuelled.
  • Whatever you leave inside when you return it is NOT charged. If you refuelled more than you used, you only pay for what you used.
  • The DESTINATION country's price applies.

This is why you can see a fuel charge on a route where you never visited a pump: you burned diesel from a tank that came with the truck. In the job detail, next to the amount, a note reminds you of this.

ATS cars work the same way. With your car, on a job done in that same model, you pay for the fuel you put in, as with your truck. With a car that isn't yours (rented, a different model or a mod) and with a client's car, you pay for the fuel burned on the route, at the destination state's price, and whatever you leave in the tank isn't charged (see Car jobs (ATS)).

Per-country prices are real-world and updated weekly. Your VTC can turn them off and use a single price, under Admin panel → Economy.

Telemetry: how your routes reach VTCBase

Your routes get to VTCBase through VTCBase telemetry (our own tracking app, the ".exe"). It reports your jobs in real time. This is what powers the automatic fuel handling below.

Fuel & the company deposit

Your company has a fuel deposit (a shared tank).

How diesel is charged. VTCBase does not charge you for what you burn while driving: it charges you for the diesel that goes into your tank. You pay for the diesel that goes into your tank, wherever it comes from. That is why a route where you refuel a lot can come out expensive — even negative — while the next ones come out cheap: you already paid for it, and you drive those kilometres without paying again.

Why it works this way. It is an anti-cheat protection. If only what goes through the pump were charged, you could simply run the truck dry, sell it and buy an identical one — the game hands it over with a full tank — and never pay for diesel again. Same with topping up between jobs while off duty. The rule is simple: if diesel goes in and it has not been paid for, it gets charged, no matter where it came from.

What happens when you change truck. If you own several trucks and swap in the garage, the new truck brings its own tank level. If it has more diesel than the one you left, the system sees the level rise and charges the difference: it cannot tell "I swapped trucks" apart from "I sold one and bought another with a full tank". If it has less, you are charged nothing.

This does not make you pay more overall. Those litres are in your tank and you will burn them on the following jobs without paying anything for them. What happens is that the charge lands all at once on the route where the tank goes up, instead of being spread out. On a short job you feel it; on a long one you barely notice.

Tip: if you run with a single truck, every charge becomes a real refuel of yours, at the pump, at the price of the country where you stopped. Far more predictable.

Refuelling at your base. When you refuel inside the game while in your base city, the cost comes out of your company deposit, tax free. That is why the workshop's manual "refuel" form is disabled: refuelling by hand there would charge you twice.

Per-country prices. Diesel costs what it really costs in each country, with data that updates itself. Refuelling in the right place is money: filling up in Poland is not the same as filling up in France.

In short

  • You are charged for the diesel that enters the tank, not for what you burn driving.
  • Changing truck can trigger a charge if the new one carries more diesel: it is anti-cheat, and you burn those litres later for free.
  • Refuelling at your base comes out of the company deposit → manual refuelling is disabled to avoid double charging.
  • Every country has its real price.

Traffic Authority (fines)

In real life a fine isn't taken out of your wages on the spot: it reaches you, it has a deadline, and you decide when to pay — knowing that the longer you leave it, the more it costs.

That's how VTCBase works. Your route pays in full — no fine is deducted from the trip. Every fine the game gives you becomes a case you settle in Traffic Authority, in the menu under My Fleet. While you have any pending, a red badge shows there.

The sooner you pay, the less it costs. The percentages are of the original fine:

  • First 3 days — 50%. Exactly what used to be deducted from the route.
  • Day 3 to 7 — 100%, the full amount.
  • Day 7 to 15 — 125%, with a surcharge.
  • After 15 days it's collected automatically, at 150%.

Pay on time and nothing changes for you: it costs what it always cost. What changes is that you can see it, you know which trip it came from, and you choose when to settle it.

Two things worth knowing:

  • A fine is personal. Your VTC can't pay it for you — not even the owner. It's your licence, not the company's.
  • The debt follows you. Changing VTC, or going solo, doesn't wipe it. A pending case stays yours.

A job's financial breakdown no longer subtracts the fine: it shows how many fines the trip had and links straight to the cases. The percentages and deadlines are set by the platform and are identical for every company — your owner doesn't tune them.

Your driver profile and portability

Your driver profile belongs to you, not to any single company. It follows your account across VTCBase, so joining, leaving, or switching companies never wipes your progress. Everything you have earned as a driver stays with you.

What travels with you

When you leave one VTC and join another, you keep:

  • Your whole fleet — every truck (and car) you own, plus your trailers and any spare components sitting in your personal inventory. When you join a new company they are simply reassigned to it; they are never deleted. (While you're between companies, your fleet stays parked in the VTC you left and moves over the moment you join the next one.)
  • Your balance (€) — your money moves with you. If you already have cash when you join a company, you keep it; the company's starter balance (a welcome gift, €4,000 by default, set by each VTC) is only granted if you arrive with nothing. Your balance is never allowed to go negative in transit: any outstanding bank loans are cancelled when you leave, so no debt is carried over into your next VTC.
  • Your route history and lifetime stats — every completed delivery is copied into a permanent personal record. This mirror is never erased, so your total distance, fuel efficiency, perfect-delivery rate, RS points and all your career numbers survive a company reset, a company deletion, or you switching VTCs.
  • Your trophies and achievements — podium finishes and unlocked achievements are tied to your driver account, so they stay on your profile forever.

Leaving a company cleanly

When you leave — voluntarily or if a manager removes you (a kick) — your active contracts, convoys and events are marked failed and closed out, and any warehouse reservations you were holding are released, so you don't leave loose ends behind. You then become a free agent and can join another VTC right away.

Two people can't just walk out, though:

  • A company owner must transfer ownership or delete the company before leaving.
  • Someone with the admin role must have that role removed first.

A platform ban is different from leaving a VTC. It's a full account block applied at the platform level (not something an individual VTC can do — VTC owners can only kick), it blocks you from logging in everywhere on VTCBase, and it does reset your balance to zero.

Public, cross-VTC profiles

Anyone can view your driver profile, even from another company, in a read-only public mode. Public visitors see your performance, career stats, achievements, trophies and recent routes — but never any money, finances or management controls. Those are only visible to your own teammates (and to platform support).

You control your own visibility with a single "hide from the global ranking" toggle on your profile. Turn it on and you disappear from both the cross-company leaderboard and the public profile view; turn it off and you reappear at the next overnight recalculation. This is your personal opt-out — it's the only thing that gates your public visibility, and an admin in your company can also flip it on your behalf if needed.

Trucks, trailers and components

Every driver runs their own garage: your trucks and trailers, their wear, and their resale value. The price to buy a truck (€30,000) and to buy a component upgrade (€5,000 per level) is a fixed platform constant 🔒 — no VTC can change it, so nobody can inflate the market. Everything else (wear rates, repair costs, rental fees) is part of the centrally balanced economy: fixed by the platform if your VTC uses the balanced preset, or set by your owner if it runs its own economy.

Your first truck is free

The first truck you take in each game is free and becomes your default vehicle. Because ETS2 and ATS are tracked separately, you can claim one free ETS2 truck and one free ATS truck. Pick a model in the Concesionario (dealership) and it's yours. Your free/default truck cannot be sold — it's your safety net. (The Truck Mod wildcard, below, can't be used as your free pick.)

Buying more trucks

Extra trucks cost €30,000 each 🔒, paid from your balance. You can't buy a model you already own (sell it first to free it up). Whichever of your trucks you drive becomes your active one — and you can keep one active truck in ETS2 and one in ATS at the same time.

Since October 2026 there are five official trucks that are rental only: Ford F-Max, DAF XF Electric, Renault E-Tech T and Scania S BEV in ETS2, and Volvo VNR Electric in ATS. They aren't for sale in the Dealership (not even as your free truck) and, since they aren't mods, the Truck Mod doesn't cover them: if you drive one, you always pay rental and the diesel you burn, even if you own another truck of its brand. Your truck takes no wear.

Which truck counts as yours

  • The same model as one in your fleet. That's the one that takes the wear.
  • Another Dealership truck of the same brand as one of yours. With a Scania in your fleet, driving another Scania from the Dealership pays no rental, and the wear goes on your Scania. Except the five rental-only trucks (above): with those, you always pay.
  • A mod truck doesn't count as a Dealership truck, even if it has the same name as one of them: neither as yours nor as another of its brand. Mods are covered by the Truck Mod (below). The exception is mods that modify an official game truck instead of adding a new one: those count as that official truck.
  • Any other truck is someone else's: you pay rental and the diesel you burn (see Economy & Fuel).

These rules apply to routes that come in through the VTCBase client. Routes arriving through Trucky work as always.

Wear and repairs

Trucks wear down as you drive. By default your engine loses about 0.5% per 1,000 km and brakes 0.7% per 1,000 km, while wheels and chassis wear from the actual in-game damage your telemetry reports. When any part drops below 20% it's flagged for maintenance. Repairing a part always restores it to 100% — there's no partial repair — but it costs money and (except the chassis) consumes workshop materials stocked at one of your VTC's bases, and you must use a workshop for the same game as the truck. The cost scales with how damaged the part is: at default rates a fully wrecked part costs roughly €5,000 (engine), €3,000 (brakes), €2,000 (wheels) or €8,000 (chassis) to fully restore, and proportionally less for light wear. Mis Camiones shows you the cost and the km left before each part needs attention before you commit.

Selling and depreciation

When you sell a truck you get its base price cut by two factors: kilometres driven and overall condition. Each factor is floored at 10%, so a battered high-mileage truck sells for very little. Buy and sell prices share the same base and depreciation only ever subtracts, so there's no profit in buying cheap, thrashing it and flipping it.

Upgrades: cabin, engine, chassis (optional)

There's an optional component system (cabin / engine / chassis in upgrade levels, €5,000 per level 🔒) that only appears if your VTC owner switches it on — it's off by default and doesn't affect the economy. When active, you can buy, install, swap and sell components, but only ones compatible with a truck you already own. The starter parts that came free with your first truck can't be sold.

The Truck Mod (wildcard)

If you like driving mod trucks, buy the Truck Mod wildcard in the Dealership (€30,000, like any other truck; it can't be your free first truck). There's one per game: one for ETS2 and another for ATS. While you own it, any mod truck you drive in that game counts as your truck, whatever it's called, even if the name matches a Dealership truck: no rental, and the kilometres and the wear go on the Truck Mod.

The Truck Mod only covers mods. An official truck that doesn't count as yours (see above) pays rental even if you own the Truck Mod. And an official truck that isn't in the Dealership yet also pays rental: it never counts as a mod. Nor does a mod that modifies an official truck count as a mod: it counts as that truck (see above).

Without the Truck Mod, driving a mod is charged like a truck that isn't yours: rental (a percentage of the job's net — 20% by default — or a per-km leasing fee) and the diesel you burn. Your truck takes no wear. Rental is a cost of the run: nobody collects it, same as fines. Drivers with no truck of that game are protected so rental never pushes a job into the red.

Is it worth it? If you drive mods often, get the Truck Mod for your game. If it's only now and then, paying the rental on those routes may work out cheaper.

Trailers

The most repeated question by far, and it is almost always the same one: trailers are not bought in the Dealership. That page only sells trucks and components. Trailers live in My Fleet.

You buy a slot, not a model

There is no trailer catalogue. What you buy is an empty slot (€15,000 by default), and that slot sits there waiting. The next job you deliver while hauling a trailer, that trailer gets tied to the free slot by its brand and model. From then on it is yours: no more rental for it, and it starts accumulating wear.

You can own as many slots as you like and there is no "active" trailer to manage: the game reports which one you have hitched and VTCBase recognises it on its own.

Why you are being charged rental

If you haul a trailer that is none of yours and you have no free slot left, that job pays rental: by default 15% of the job's net, or a per-km leasing rate if your VTC uses that model.

Rental is a cost of the route, not anyone's income — it disappears, just like fines or tolls. Your VTC does not keep it.

Two protections: if you do not own any truck in that game yet, or if your owner enabled the matching protection, rental can never push a job into the red.

Wear, repairs and selling

Trailers wear down on wheels, chassis and bodywork. Repairing them inside the game does not count: only rising damage is recorded, so wear piles up until you pay for the repair from My Fleet, which restores the part to 100%. With a part completely destroyed that is roughly €2,000 (wheels), €4,000 (chassis) and €2,000 (bodywork).

Selling applies the same depreciation as trucks — by kilometres and by condition, with a 10% floor — and it is calculated on what you paid, not on the current price, so there is no way to speculate with them.

Only with VTCBase telemetry

All of this — the linking, the wear and the rental — depends on the game reporting which trailer you have hitched, and only the VTCBase .exe does that. Jobs arriving through Trucky never link a trailer and never charge rental.

Car jobs (ATS)

American Truck Simulator has a car mode: jobs you do without a truck. Those jobs count on VTCBase: they pay, they have their own RS and they compete in their own ranking, separate from trucks.

Which jobs count

All of ATS's car mode jobs count: courier jobs and driving a client's car (Driver on Demand), whether you take them as a quick job or through Dispatch. In your job list and on the route's page they show a 🚗.

For them to count:

  • You need version 0.9.85 of the VTCBase client or later. It updates itself; if the game is open when the update arrives, it will ask you to restart it once (see Telemetry).
  • You have to do them with the VTCBase client. No car jobs come through Trucky, and there are no car jobs in TruckersMP.
  • If the client warns you about a "plugin from another program" (SimHub, TrucksBook…), your trucks are still recorded, but car jobs are not. Press Install / repair plugin and restart the game.

How they're paid

A car job pays 40% of a truck's per-kilometre rate, with the same costs: fuel, fines (which go to the Traffic Authority, like truck ones), tolls, your VTC's commission and the cut for arriving late. A car doesn't carry heavy cargo, so there's no cargo or weight bonus. The per-kilometre extras —your rank bonus, the automatic progression one and the extra agreed when you signed— are also paid at 40%.

For example, if the truck rate is €2 per km, a 100 km car job starts at about €80, and its costs come off that.

Which car you drive

What you pay depends on the car you do the job with:

What you drive Rental Fuel
Your car, the same model no what you refuel, as with your truck
Another car (another model, even a Ford, or a mod) yes what you burn on the route
No cars in your fleet yes what you burn on the route
A client's car (Driver on Demand) never what you burn on the route
  • Your car only covers its own model. Unlike trucks, the brand doesn't count here: with an F-150 in your fleet, a job in the Mustang pays rental. Each car of yours covers the jobs you do in its model, and it's the one that takes the wear.
  • Car rental is proportional to what a car earns, so it's lower than a truck's. If you have no car at all, rental never pushes the job into the red. On your card and in your history it shows as "Car rental".
  • Burned fuel is charged at the destination state's price. Whatever you leave in the tank at the end isn't charged.
  • A client's car is the cargo. You pay no rental and none of your vehicles takes wear, but its knocks count as cargo damage: they take the same off your pay as damaged cargo, and the delivery is no longer perfect. Delivering it with 29% damage is like delivering cargo with 29% damage.

Buying a car

The four Fords of car mode —F-150, Mustang, Crown Victoria and Bronco— are bought in the Dealership, in its cars section, for €12,000 each.

  • A simple purchase: no cabin, engine or chassis, and no components to upgrade.
  • The free vehicle is only a truck. A car is always paid for.
  • You can't own two cars of the same model.
  • Your cars show up in My Fleet, under My Cars.

The car's condition

A car doesn't have separate parts: it has a single condition, from 100% down, that drops little by little with the kilometres you drive in it.

  • It's repaired from My Fleet, all at once and without a workshop: it uses no materials from any base. It costs 40% of what repairing an equally worn truck would.
  • If your VTC pays part of the workshop (see How much your VTC pays for you), it also covers the car repair.
  • As with trucks, if it drops below 20% it's flagged for maintenance, and until you repair it you earn less because of the poor condition.
  • When you sell it the same depreciation as a truck applies, on its €12,000: by kilometres and by condition, each factor with a 10% floor (see Selling and depreciation).

What counts and what doesn't

They don't count towards contracts (including staged contracts, the former events), convoys or daily bonuses. Nor towards achievements, community goals or the company call; they don't fill your base's warehouse, deposit or workshop, and they don't earn VTCBase Points. Your VTC's Interactive map and Performance analytics are still for trucks.

Their kilometres and deliveries do count towards:

  • your VTC's automatic rank progression;
  • the retention commitment from a signing: km, routes and perfect deliveries (see The driver market and the VTC market);
  • referrals: the 1,000 km that whoever joins through your link has to drive.

The car's RS

Car jobs have their own RS, built on the same idea as the truck one (see RS points), adapted to a car:

  • Only the realism settings that make sense for a car count. Air brakes, the speed limiter, manual parking and truck and trailer stability don't count, so 7 are left.
  • Cargo care is added: the less damage, the higher the mark. In Driver on Demand, the cargo is the client's car.
  • Realism weighs 40%, cargo care 20%, speed 22% and traffic 18%.
  • Mods that lower realism take points off just as with trucks.

That RS counts only in the car ranking: it's 40% of the car VTCB Score, and it never goes into the VTCB Score or the truck rankings. You see it on each route's page.

Its own ranking

Cars have their own VTCB Score, distance ranking, divisions, trophies and titles, separate from the truck ones. You see them with the Truck | Car selector on each Rankings tab (see Rankings and VTCScore and Trophies and achievements). Challenges between VTCs can be car ones too (see VTC challenges).

The overlay

The overlay is with you on car jobs just like in the truck: route, cargo (the courier delivery, or the client's car), distance, arrival, consumption and range, with the car's speed limit. While you drive a car, the division pill shows your car division, if you have one (see What each overlay icon means).

Truck freight done with a car

If you do a truck freight job with a car, the haulage isn't paid, but you do pay the fuel and the fines. It doesn't count in the rankings either, nor towards automatic progression, the retention commitment or referrals. The route's page tells you why.

The workshop and repairs

Every truck you drive slowly wears down. Your base has a workshop where you fix it, and the workshop only works if it has the right materials in stock. Keeping both healthy is a small routine that saves you a lot of money and downtime.

What wears out

Your truck has four independent parts, each shown as a condition from 100% (perfect) down to 0%:

  • Engine and brakes wear gradually with the kilometres you drive.
  • Wheels and the chassis wear from the actual in-game damage your telemetry reports, so rough driving and knocks hit them harder.

Each part wears on its own, so you might have a perfect engine but tired brakes.

Repairing

From your Mis Camiones (My Trucks) page you can repair a single part or hit Repair all to fix everything damaged at once. Repairs always take a part back to 100% — there's no partial repair.

Two things are needed for a repair to go through:

  • Money. The cost scales with how damaged the part is: a lightly worn part is cheap, a badly damaged one is expensive. You pay in euros from your own balance, and that money goes to your VTC (the company workshop is charging you for the job). At default rates the chassis is the priciest part to restore and the wheels the cheapest, but the exact figures are set by the economy.
  • Materials in stock at the workshop (see below). The chassis is the exception — it needs no materials, just cash.

If either is missing, the repair is blocked and you're told exactly what you're short of.

ATS cars don't go through the workshop: they have a single condition and are repaired in full from My Fleet, with no materials (see Car jobs (ATS)).

The six materials

The workshop stocks six materials, measured in tonnes, each tied to a part:

  • Engine: engine oil, oil filters, batteries
  • Brakes: brake fluid
  • Wheels: rims and tyres

A repair consumes materials in proportion to the damage — a full repair uses the most, a small touch-up barely dips the stock. (In ATS these show up under their local names, such as Crude Oil and Tires, but they work the same way.)

Restocking the workshop

You refill materials by delivering the matching cargo to your base city. Haul engine oil, tyres, brake fluid and so on to your base and the load is converted into workshop stock, up to the workshop's maximum capacity. The garage panel even shows deliveries currently on the way to the base so you can see restocks coming. Fuel and workshop materials don't take up warehouse slots — they feed the depot and the workshop directly.

Each base has its own separate workshop, and an ETS2 truck must be repaired at an ETS2 base, an ATS truck at an ATS base — the stock and materials don't cross between games.

Who sets the numbers

Repair costs and material consumption are part of the centrally balanced economy. If your VTC uses the platform's balanced preset they're fixed for everyone (🔒); if it runs its own economy, the VTC owner sets them.

The workshop's maximum stock isn't a number an owner types in — it's the capacity of the workshop's current level, which you raise by upgrading the base in the real-estate panel with company funds (the level curve itself is platform-defined). Owners can also optionally switch on Supplies, which lets managers buy materials directly with company funds instead of relying only on deliveries.

How much your VTC pays for you

Your VTC can take on part — or all — of what the workshop and the diesel at its bases cost you. The owner sets it under Base → Settings, with a single number from 0 to 100.

At 0 you pay, which is how it works by default. At 80, you put in 20% and the company 80%. At 100, you pay nothing. You will see it in the message when repairing and in the job breakdown, with the exact amount your VTC put in.

What the company takes on comes out of its treasury: it is not a discount appearing from nowhere, it is their expense. Either you pay or they do, and the two parts always add up to the same total. If one day the treasury falls short, the company covers what it can and you put in the rest — and you see it before confirming, it is never sprung on you.

Not included: diesel you buy at any random station along the way (that one is not your company's, only what comes from its deposit), or anything you repair at another VTC's workshop, which runs on the Workshop Market and its own price. Trailer repairs are included since August 2026: your VTC covers the same percentage as on trucks.

Supply auto-reorder

If your VTC uses Supplies, materials and diesel do not reach the base just by delivering them: the company needs purchased quota. Without quota the trip restocks nothing — which forces the owner to keep checking.

Auto-reorder does it for them. You set it up in Base → Supplies and it works on days of cover, not on amounts:

  • Order below (3 days by default) — when a base drops under that, it buys.
  • Top up to (7 days) — how much it restocks.

It measures each base's real consumption over the last 14 days, so the same setting works for a small base and for one moving twenty times more. It runs every hour and covers diesel and all six materials across all your bases.

Three limits it cannot cross:

  • Never drop the cash below (10,000 by default) — the company always keeps working capital.
  • Daily maximum (50,000) — a strange calculation cannot drain the account overnight.
  • A base with no consumption history buys nothing. You make the first purchase by hand; from then on it takes over.

If the budget will not cover everything, it starts with whatever is closest to running out, not with a fixed order.

It ships switched off. Anyone who can buy supplies can turn it on — same permission as always.

The workshop market

Repairing at your own base is great... until you're a solo driver paying a little extra on every repair, or you're far from home and your workshop has run out of materials. That's what the workshop market is for: any VTC can open its workshop to the public, and any driver — from another company or in Solo mode — can repair there for a fee. The money goes to the host VTC and comes out of their material stock. It's a circular economy: some earn by keeping a well-stocked workshop, others repair cheaper and with no logistics.

If you're a driver or solo player: repairing at someone else's workshop

You'll find Workshop Market in the menu (you can also reach it from My Trucks, via the repair button). There:

  1. Pick one of your damaged trucks and the component you want to fix.
  2. See the list of other VTCs' workshops open to the public for the same game as your truck, sorted cheapest first, with the estimated cost already worked out for your repair.
  3. Hit Repair here and you're done: it's charged from your balance, the component goes back to 100 %, and the money goes to that VTC.

A workshop only shows up if it has materials in stock for your repair; otherwise it can't complete it. You can't use your own VTC's workshop from here (that's what the normal repair in My Trucks is for). And remember: an ETS2 truck is repaired at an ETS2 workshop, and an ATS one at an ATS workshop.

For solo players this is especially handy: since your own repair in Solo mode carries a small surcharge, the market is often cheaper for you — and it keeps the community's economy turning.

If you run a VTC: open your workshop and earn money

In the garage configuration panel (Warehouse & workshop menu, admins only), under the Workshop Market section, you decide per base whether to open its workshop to the public. Once it's open:

  • Other drivers can repair there and every repair pays your company (it shows up in your company balance as Workshop income (market)).
  • Those repairs consume your materials, so keep the workshop stocked: it's your inventory doing the work.
  • You can set a price multiplier per base to make your workshop more attractive (cheaper) or more profitable (pricier). The platform keeps it within a sensible range so nobody gives it away or gouges.

Everything repaired at your workshop is logged in your base's Latest repairs history (tagged Market) and in your Company economy, so you can see exactly what opening your doors earns you.

The warehouse (dynamic inventory)

Every VTC base has a warehouse that fills up with the cargo your drivers bring home. It turns "returning to base" into something useful: stored loads can be picked back up later, and matching pickups pay a bonus. You'll find it on the Base page, under the Warehouse tab, which shows every base you own (both ETS2 and ATS) at once.

How cargo gets stored

When you deliver a regular load to a city where your VTC has a base, that load is automatically placed in that base's warehouse — as long as there's a free slot. This happens on any qualifying delivery to a base; you don't need any "call" active for it. Two things never go to the warehouse: fuel/diesel (it tops up the base's fuel tank instead) and workshop materials (they restock the workshop).

Slots and a full warehouse

Each warehouse has a limited number of slots (a new base starts with 5). When a base's warehouse is full, a further regular delivery to that base earns €0 — the load has nowhere to go. Fuel and workshop deliveries are always exempt from this. Owners grow a base's capacity through real estate upgrades (paid from the company balance); you can't just raise it by hand — it's meant to be earned.

Reserving and picking back up

Any available item can be reserved by a driver (up to 3 reservations each by default, a limit your owner can change). When you then leave that base carrying a matching cargo, the warehouse consumes one stored item and pays you a bonus per kilometre for the trip. That bonus is a platform gift — it's added to your pay, it doesn't come out of company funds, and it only lands if the route actually generated economy.

You don't have to reserve to trigger this — leaving with a matching load always consumes stock. Reserving just gives you priority: the system takes your own reservation first, otherwise it takes the oldest matching item (first in, first out).

Expiry

Stored loads don't sit forever. By default an available item expires after 7 days, and an unused reservation is released after 24 hours (the item goes back to available for everyone). Your owner can tune both windows. Admins and the owner can also manually discard a stuck item (for example modded cargo nobody will ever carry) to free the slot instantly — no money changes hands.

The company call

The company call is an optional incentive that nudges drivers back to base. Each driver gets a personal target of X deliveries (a random range your owner configures) pointed at a specific base — normally the one with the most free slots. Hit the target and the call activates: you'll see a banner and a bell notification. While it's active, delivering to a base adds a percentage bonus on the load's gross pay (again paid by the platform, not by the company). It's purely a carrot — a delivery that ignores the call is never penalised.

Contracts

Contracts are optional jobs-with-a-goal that pay a bonus on top of your normal route earnings. You'll find them under Contracts, split into tabs: Available, My Contracts and History. Managers and owners also get Create, a Created tab (their drafts) and a Payments overview. Pick a contract, accept it, and your progress fills automatically as you drive.

Starting the contract from the client

Do not hunt for the cargo by hand in the in-game freight market: it is not always on offer, and for a contract you do not have to find it yourself.

  1. Accept the contract here on the website.
  2. Open the telemetry client and go to My contracts.
  3. Press Refresh. The contract you just accepted will appear there.
  4. Press Create a job on it.

The client prepares the job with the correct cargo already set, so you do not have to search for it or guess the name. If you have just accepted it and cannot see it yet, press Refresh again: the list is downloaded at that moment.

About cargoes that never show up in the client's search: the list comes from the job offers your save has generated at that moment, and those are not the same in everyone's game. That is why a colleague sees a cargo and you do not, even with the same mods.

Creating from the contract saves you the search, but it does not bypass that limit: if the cargo is not offered in your economy right now either, the client will tell you and leave you in the free form. When that happens, play for a while or sleep in game so the economy refreshes, re-read your save and try again.

Companies you have not been to yet. A freight job that starts at a company you have not yet been to in your save would not show up in the game's freight market, so from version 0.9.85 the client warns you and does not let you create it:

  • If you choose the origin company yourself, choose another one you have already been to.
  • If it is where your contract's route has to start (it only counts if it leaves from there), drive past it in the game, save, and read your save again in the client.

If a save would not load after creating a cargo —you were hauling a lashed load, such as a container, or had car jobs—, version 0.9.85 no longer causes it. If it happened to you, create another job in that save with the updated client and it will load again.

The 6 contract types

  • Distance — haul a target number of kilometres, on any route.
  • Deliveries — complete a set number of deliveries.
  • Perfect Deliveries — same, but every delivery must arrive with zero cargo damage (only cargo damage counts, so it can't be faked).
  • Specific Cargo — deliver a set number of loads of one named cargo.
  • Route — deliver from and/or to a specific city (origin, destination, or both), optionally with a required cargo (and, for precise setups, a specific delivery company).
  • Hardcore — complete a number of hardcore jobs.

Any contract can also carry optional minimum distance or weight gates: trips below the threshold simply don't count toward it. Your progress only counts jobs delivered after you accept — past routes are never applied retroactively. Contracts are for trucks: ATS car jobs don't count towards any of them.

Rewards, slots and time limits

Each contract shows its reward (€), the number of slots (how many drivers can take it — some are unlimited), a time limit to finish once accepted, and how long the offer stays open before it expires. To keep things active, you can hold only a limited number of contracts in progress at once — up to 3 company contracts and 3 VTCBase contracts, counted separately — so finish one before grabbing another. Some company contracts are marked repeatable, meaning you can take them again after completing them.

If you abandon a company contract, or let its time limit run out, a penalty is deducted from your balance — 20% of the reward by default, a figure your VTC owner sets (0–100%). If the company has no cash when you finish, you're paid whatever it can afford (the shortfall is logged, never charged to you). An owner or admin can also cancel or close a company contract without penalising anyone who had already accepted it.

Staged contracts (former "events")

Some contracts are marked staged — a chain of connected legs (city A → B, then B → C, and so on) that you complete in order for one combined reward. These were previously called Events; they now live right here in Contracts (up to 20 legs). They work much the same way, with rewards, slots and their own abandon penalty (also 20% by default, set by your owner).

Company contracts vs VTCBase contracts

  • Company contracts are created by your VTC's owner or managers. They pay euros from the company treasury and are tuned entirely by your company.
  • VTCBase (platform) contracts 🔒 are set by the platform and appear across every VTC. Instead of cash they award VTCBase points, scaled by the distance of the trip that completes them (minimum 250 km — shorter runs earn nothing). They never penalise you for abandoning, and only the platform can edit or remove them. You can hide them with the "Hide VTCBase" toggle if you'd rather see only your own company's contracts.

Public contracts (working together between companies)

A public contract is a VTC saying out loud what it needs — "bring this load to my base" — so that any driver who isn't from that company can bring it. It doesn't matter whether you're an independent or you're in another VTC: if it isn't your own house, you can take it.

It's the only place where one company depends on another's work, and that's why it counts towards the ranking (see below). They only show up if the platform has the feature enabled. You'll find them in Contracts → Available with the 🌐 Public contract tag, showing which VTC posted it.

If you run a VTC: posting one

When creating a contract, tick the 🌐 Public contract box. The form adjusts itself:

  • You need a base with room. The destination can only be a city where you have a base, and that base must have space in the warehouse — that's where the load will go.
  • The reward is OPTIONAL. You can leave it empty: whoever brings it still gets a per-km bonus paid by the platform. Setting one only helps yours get picked before the one next to it. If you do set it, it's a fixed amount from your treasury, capped at your balance — never per km, so a long haul can't empty your coffers.
  • A specific cargo (or "Any", if anything will do).
  • It expires after 48 hours, and whoever accepts it has 3 days to deliver. Neither is up to you: a public contract is a "I need this now", and one that's been hanging around for three weeks isn't true any more.
  • You can have 3 active at a time, each with 1 participant and non-repeatable.
  • Neither you nor your drivers can accept it (the button shows as blocked 🚫). Hauling cargo to your own base isn't working with anyone.

If you drive: taking one

Under Contracts → Available you'll see the public contracts from every other VTC. Accept it, load up and take it to the given base, covering at least 250 km. On delivery you get, all together:

  • The fixed reward the VTC set, if it set any.
  • A per-km bonus from the platform (a gift, it doesn't come out of any company) — you always get this one.
  • VTCBase Points, based on the distance of the trip.

All of it shows in that job's financial breakdown, under a 🌐 Public contract banner, separate from the normal income of the trip.

Two things worth knowing before you accept:

  • If the destination warehouse has filled up since it was posted, the button locks and tells you so. That's on purpose: otherwise you'd drive the whole way for the load not to fit on arrival.
  • If you abandon one after accepting, you pay a penalty (a % of the reward) that goes to the VTC that posted it. Only take it if you're going to see it through.

If you use the "Hide Public" button in the list, they all disappear from your view — including your own company's — and it's remembered for next time.

The cycle, at a glance

  1. A VTC posts what it needs (destination = its base, which must have room).
  2. Someone from outside accepts and brings the load → gets bonus + reward + points.
  3. The load enters that VTC's warehouse, marked 🌐.
  4. A driver of the house takes it out of the warehouse → earns VTCBase Points for their VTC.
  5. Taking it out frees up a slot, and with a free slot you can post again.

That last step is what makes the system sustain itself: to be able to ask, you first have to have taken something out. Nobody can rush it, because someone has to actually drive at every step. And since workshop materials and fuel get used up, the need comes back on its own without anyone having to remember to post anything.

How many VTCBase Points you get

Both sides of the loop pay the same as a platform contract: the driver who brings the cargo and the one who takes it out of the warehouse each earn the same, for their own trip. They are two people from two different companies, each doing a full delivery.

The figure comes from the distance, and grows slightly faster than the kilometres:

trip distance VTCBase Points
under 250 km 0
500 km 0,9
1.000 km 2,0
2.000 km 4,3
5.000 km 11,7

Under 250 km you get nothing, neither for bringing nor for taking out. That is so chaining short deliveries doesn't pay off.

They are prestige: they add to your tally and your VTC's, never go down, and never touch your balance or your company's economy.

And it counts towards the ranking

Both bringing a public contract and taking out of the warehouse a load that someone from outside brought count towards the 5% "WoT / PuC" of the VTCB Score, exactly the same as World of Trucks. It's explained in the Rankings section: it isn't a separate prize — it's that working together between companies is worth the same as the hard content of World of Trucks.

Convoys

A convoy is a shared group run from one city to another. Everyone who signs up drives the same route, and when the convoy closes, drivers who completed it earn a distance-based bonus on top of their normal pay. It is a way to turn an ordinary evening of driving into a coordinated team event with a reward at the end.

You will find convoys under the Convoys panel, split into three tabs: Available, My convoys, and History.

Creating a convoy

Any driver can create one. You pick the game (ETS2 or ATS), an origin and a destination city, and optionally a name, a description, and a scheduled date and time. A few rules the system enforces:

  • Origin and destination must be real cities from that game's catalogue, and they cannot be the same city.
  • If you schedule it, the time must be in the future and no more than 30 days ahead.
  • The creator is automatically signed up as the first member.

If you set a scheduled time, the convoy starts itself automatically at that moment (as long as enough drivers have joined). If you leave it unscheduled, you (the creator) start it manually once the group is ready.

Joining and leaving

Open the Available tab and sign up on any convoy that is still accepting members. Rules that keep things fair:

  • You cannot join two convoys with the same origin and destination at once.
  • There is a cap on how many convoys you can be signed up to at the same time (the default is 5).
  • While a convoy is still open, you can freely leave it. The creator cannot leave — they have to cancel it instead.

A join window may also let latecomers hop into a convoy that has already started, for a configured number of minutes after it kicks off (your VTC's default is 60 minutes; owners can switch this off).

Starting and completing

A convoy needs a minimum number of participants before it can start (your VTC's default is 3; the floor is always 2 — a solo "convoy" is never allowed). Once it starts, it becomes In Progress and everyone gets a grace period to finish (default 3 days). To complete your part, simply deliver a job whose origin and destination match the convoy's route, in the same game. Each delivery only completes one convoy — the oldest one you are signed up for. It has to be a truck job: ATS car jobs don't complete convoys.

The bonus

When a convoy closes, the reward depends on how much of the group made it. Your bonus is your delivered distance multiplied by a per-kilometre rate, scaled by the completion factor (how many members finished out of how many signed up). So if the whole group finishes, everyone gets the full bonus; if only half do, the bonus is halved. If nobody completes it, the convoy is marked Failed and no bonus is paid.

The bonus is paid from your VTC's company balance in euros. If the company cannot cover the full total, the payout is shared proportionally so the balance never goes negative.

Minimum participants, grace period and join window are operational settings your VTC owner controls. The per-kilometre bonus rate is part of the economy — centrally balanced by the platform, unless your VTC runs its own economy, in which case the owner sets it.

Convoy states

  • Open — accepting sign-ups, waiting to start.
  • In Progress — running; deliver your route before the deadline.
  • Completed — closed, bonuses paid to those who finished.
  • Failed — nobody completed it.
  • Cancelled — called off by the creator or an admin while still open (or auto-cancelled if it never gathered enough drivers to start).

VTCBase (platform) convoys

Occasionally you will see a special VTCBase convoy. This is a single community-wide event run across every VTC on the platform, created and managed only by the VTCBase team. Anyone from any company can join it. Instead of euros, completing it rewards VTCBase points based on the distance you drove — it never touches your company balance. It is the same idea as a platform-wide contract or event, just as a group run.

The bank (loans)

Short on cash for a new truck or a repair? The Bank lets you borrow euros against your future earnings and pay it back in small daily installments. You'll find it on the Bank page — as long as your VTC offers it. Whether the bank is switched on at all is your company's call, but the loan amounts, interest and terms themselves are balanced centrally by the platform, so they're the same across every VTC.

The three loan tiers

There are three loan levels — Basic, Medium and Premium. Each tier shows you three things up front:

  • Amount — how much lands in your balance right away.
  • Interest — a percentage added on top.
  • Term — how many driving days you have to pay it back.

Your total to repay is the amount plus interest, split evenly into a daily installment (total ÷ term). The bank shows you the exact figures before you confirm, so there are no surprises. The money comes from an external bank, not from your VTC's funds — so borrowing never drains the company.

Rules: you can hold one loan per tier at a time (so up to three at once, one of each), you can't borrow while your balance is negative, and you must be a full member — visitors can't take loans.

Paying it back

Installments are charged automatically once a day, shortly after midnight — but only if you actually drove the day before (completed at least one job). No driving that day means no charge, so a quiet week simply stretches the loan out rather than punishing you. If your balance can't cover the full installment, whatever you have is taken as a partial payment.

Falling behind

There's an 80% grace rule: as long as you cover at least 80% of a day's installment, it doesn't count as a missed day and there's no penalty. Drop below 80% and that day is logged as a miss, and a small penalty (a percentage of the unpaid part) is added to what you owe. Rack up too many missed days and the loan is flagged as in default. The penalty rate and the number of missed days that trigger default are set centrally by the platform — the same for every VTC, not something your company tunes.

Clearing it early (and cheaper)

You don't have to wait out the full term:

  • Advance installments — pay several upcoming installments now and get half off the interest portion of them.
  • Full early settlement — clear the entire remaining balance in one go for a discount off what's left.

Both options save you money versus letting it run, and the bank shows you the discounted amount right on the confirmation before you commit. Once a loan is fully paid it moves to your history, freeing that tier for a fresh loan whenever you need it.

Loans for the COMPANY

Besides personal loans, the company can borrow money too. The owner and admins see it on the same Bank page, and the money lands in the company treasury, not in your personal balance.

  • Basic — €50,000, 4% interest, 20 days.
  • Medium — €100,000, 7% interest, 30 days.
  • Premium — €150,000, 10% interest, 45 days.

Only one at a time, and it must be repaid before taking another.

⚠️ One important difference from the personal loan: the daily instalment is charged to the treasury every single day, whether anyone drove or not. Personal loans only charge you if you drove the day before; company loans do not have that grace. If the treasury runs short, it counts as a missed payment. Plan for it before borrowing.

The two cards

The costs of driving — fuel, tolls, ferries and rentals — are no longer taken off route by route. They go onto a card, and the card is settled at the end of the month. You have two, and every charge uses one or the other.

Yours is held by everyone and travels with you: change company, leave or get kicked, it stays yours and what you owe on it is yours to pay.

Your company's is issued by your VTC, with a monthly limit. If they haven't issued you one, you don't have one — that isn't a bug, it's your VTC deciding who gets one and for how much.

You'll find both under My Cards, in the menu, below My Fleet.

What they pay for

Five things: fuel, tolls, ferries and trains, truck rental and trailer rental. On a car job, its rental goes on the card just the same and shows as "Car rental".

Not fines. Those have their own system in Traffic Control, with its own deadline and surcharge, and that's where they stay. A fine isn't a cost of working: it's what driving badly costs.

Not your company's commission either: that isn't an expense of yours being deferred, it's the VTC's cut of every route, and it keeps coming off the route itself as always.

How it's decided who pays

There's a switch on your cards page: "pay with the company card whenever there's balance left". It's on by default.

  • On: every charge goes to your company's card while it has monthly allowance left. When that runs out, the rest goes to yours.
  • Off: everything lands on yours and you decide, charge by charge.

Either way, you can change who pays each charge from the list, with a button, until the month closes. After that, no.

All or nothing. A charge isn't split between the two cards: if it doesn't fit in your remaining allowance, it goes entirely to yours. It's what a real card does when it declines.

Cheapest first. When a single delivery has several charges and they don't all fit, they're covered starting with the cheapest. That way the company card covers as many things as possible instead of spending the allowance on one big charge.

In the route breakdown

On a trip's detail page you'll see fuel, tolls and the rest without a red amount, with "goes to your card" next to them. It isn't that you aren't charged: it's that you weren't charged there. They're on the card and get paid when the month closes.

It's the same thing that already happens with fines, which show as "1 fine" with no figure because they're paid in Traffic Control.

When it's paid

On the last day of the month. Whatever is on your card comes out of your balance in one go, with a single entry in your history.

If your balance can't cover it, it goes negative. Nothing new gets blocked because of that: you keep driving and you keep earning on every route, and you work your way out of the red. The only things a negative balance stops, same as before, are taking out a loan and repairing at the workshop — if you're left without a usable truck, take a rental and keep rolling.

And the debt travels with you. If you change company, leave or get kicked, what you owe on your card is still yours.

The two cards aren't charged at the same time

This is the most common question, so it's worth being clear: they don't work the same way.

  • What your company pays leaves its cash at that very moment. It doesn't wait for the end of the month. As soon as an expense sits on the company card, the money leaves the VTC's cash.
  • Yours is charged on the last day of the month, all at once.

That's why, when you change who pays an expense, the money moves straight away in both directions: move it to the company and it leaves their cash; move it back to your card and the company gets it back, and you now owe it. Every move is recorded in the VTC's books.

Being able to change it until the month ends doesn't mean the payment is pending. What's still open isn't the payment: it's who ends up paying it.

What happens on the 1st

  • Your card is charged: whatever was left in your name, in one go.
  • Your company isn't charged anything. Their share already left the cash when each expense happened; that day only closes the month.
  • Your allowance is whole again. The limit is per driver and per month: you start over with all of it available.
  • The closed month's expenses are frozen. You can no longer change who pays them, and they drop off your list.

Paying before the month ends

You don't have to wait for the 1st:

  • Pay everything: settle in one go what you've built up this month.
  • Pay a single charge: every line has its own button, in case you want to clear the big one and leave the rest.

Asking for a higher limit

If your allowance falls short, you can ask for an increase from your cards page: type how much and send it. It shows up right next to your limit for your VTC, so it doesn't get lost anywhere.

Asking grants nothing. The limit is set by your company, and they can give you what you asked for, less, or nothing.

If your VTC hasn't issued you a card

You'll see the company card greyed out, saying you don't have one. That's normal and not an error: the default limit is zero and the owner opens it. Ask for one right there.


Cards, for owners and managers

From Company cards, in Administration, you decide how much each driver can spend per month using company money. It's one number per person, and that's the whole system: no percentages, no conditions and no inbox of invoices to approve one by one.

Issuing a card

Type the driver's monthly limit and save. That's it: from then on their costs are paid from the VTC's cash while they have allowance left.

No number, no card. A driver you don't set anything for has no company card and pays their own costs, as before.

The allowance refills on the 1st of each month. It isn't pro-rated: someone who joins your VTC on the 28th gets the whole month, and someone who leaves has already paid what they used.

The four figures at the top

Before you type a number, look at the top row of the panel:

  • What you're giving: the sum of every limit. Twelve cards of €500 is €6,000 a month, and that's easy to miss when you're only ever looking at twelve times "500". It turns amber if you're giving more than you hold.
  • What you have in cash.
  • What you've paid this month with the cards.
  • What those same drivers have left you in commission, with the ratio beside it.

That last column is the one that really matters: it tells you whether the cards are costing you more than the drivers you give them to bring in.

The system warns you, it doesn't stop you. It's your company and your money. The only thing it won't allow is leaving the cash box negative: if you give €7,000 but hold €200, the card authorises €200.

Suspending and cutting back

  • Suspending switches a card off without touching its number: lift it and the old limit comes back.
  • Lowering the limit is for when you still want them to have a card, just a smaller one.

Neither undoes charges already paid: what the company already covered stays covered.

Who can do what

issue and raise lower and suspend view
Owner yes yes yes
Manager no, unless you grant the permission yes yes

Setting or raising a limit opens the money tap, so by default it belongs to the owner. You can delegate it to a rank from the Ranks page, with the permission "Issue a card to a driver and set or raise their monthly limit", and then that person can do it — including for themselves, so they don't have to come to you every time.

When someone issues a card to themselves it gets flagged: a "self-issued" tag appears next to their card in the panel, and the audit log records it under its own action. It isn't forbidden, it's in plain sight.

Lifting a suspension counts as raising, so that belongs to the owner too (or whoever holds that permission).

Increase requests

When a driver asks for more, it appears on their own row, as a button showing how much they want. One click grants it; or type a different number, or leave it. The menu shows a counter of pending requests so they don't slip past you.

Setting the limit closes the request by itself: whether you gave them what they asked for or not, you've already answered in the only language that counts, which is the number.

What happens when a driver leaves

Their company card dies immediately. Costs you already covered are paid and don't unwind; what they owed on their own card goes with them, because it's theirs.

If they sign for another VTC, that company inherits nothing: it will issue a card if it wants to, and by default it doesn't.

In solo mode

If you play alone you have both cards, but the company one authorises nothing, and that's deliberate: your company and you are the same person, so covering yourself would just be moving money between pockets. Everything goes on your card and you pay it.

Rankings and VTCScore

The Rankings hub (/rankings) is where the whole platform competes. It has separate tabs so you can compare like with like:

  • Companies — VTCs ranked by their VTCScore (the default tab).
  • Drivers — every driver who opts in to appear, from all VTCs, ranked by their own VTCScore.
  • Countries — VTCs grouped by country, ranked by their average VTCScore (smoothed).
  • VTCBase Points — a global ranking by VTCBase Points, which you earn by completing platform 🌐 contracts, by bringing a 🌐 public contract to another VTC's base, or by taking a cargo someone from outside brought into your warehouse. These points are cosmetic prestige: they never touch your euro balance or your VTC's economy.
  • My VTC — your company's internal board (only shown if you're in a company): all-time and per-month records, "Driver of the Month" podiums, and your entire roster ranked by score, shown from the very first route (unlike the competitive boards).

Each competitive board is presented two ways at once: a Quality ranking (VTCScore) and an independent Distance ranking (total km).

Truck, Car and Bus: a ranking per vehicle class

Since October 2026, every Rankings tab has a Truck | Car | Bus selector, Countries and My VTC with its stats included. Each vehicle class competes separately, with its own VTCScore, distance ranking and divisions: your position in cars doesn't touch your truck one, and vice versa.

  • Truck is what it always was and nothing changes: the same score, the same divisions and the same trophies.
  • Car is ATS's car mode jobs (see Car jobs (ATS)). Its VTCScore is a different one (see below).
  • Bus shows as "Coming soon".

If you're signed in, the selector remembers the last class you picked. With Car, the tables swap tonnage and commissions for punctuality, and there's no TruckersMP column (there are no car jobs there). On the VTCBase Points tab, Car reminds you that car jobs don't earn VTCBase Points. In My VTC, the selector rules the whole tab —identity card, records, drivers of the month and roster—; in cars, the heaviest-load record is replaced by the on-time streak (deliveries on time in a row) and the roster shows the % on time.

Filters you control

Every board can be sliced by period — last 30 days, 90 days, 365 days, or all-time, plus each closed month and calendar year. What actually competes is the last 30 days window, and that is what you see by default: newcomers compete on recent activity instead of against an unbeatable back catalogue. You can pick a specific month to see how it ended, but that one does not decide the divisions.

The Companies, Drivers, and Countries boards are unified across games: each VTC or driver is one row, with distance broken out into ETS2, ATS, and TruckersMP columns, and a single cross-game VTCScore. There's no ETS2/ATS toggle on these boards — everything is shown side by side. TruckersMP routes do count towards the VTCScore: the RS seal is just as achievable in multiplayer. The only thing that changes is traffic discipline, which can't be judged there, so it's left at a neutral value instead of rewarding or penalising you for it.

Two extra controls:

  • The Drivers board has a Global / My company toggle: it only changes what you see, not how the score is calculated (the VTCScore is always normalized against the whole platform).
  • The My VTC board is where the finest filters live: a game selector (ETS2, ATS, or both) and a view toggle for RS only (routes verified by VTCBase telemetry — the ".exe"), HC Trucky, TruckersMP, or All routes. Legacy Trucky routes carry no RS seal, so the RS-only view drops them. With Car, the view stays at RS only or All routes.

To appear on the competitive global boards, you need a minimum number of routes completed in the period: 10 for companies, 3 for drivers. That prevents a single lucky perfect streak from topping a list.

What the VTCScore actually measures

The VTCScore is a single 0–100 number built to reward driving quality, not money or volume. VTCBase's main goal is realistic simulation, which is why realistic driving (RS) carries the most weight. It only uses metrics that can't be faked: a "perfect delivery" means exactly zero cargo damage, and vehicle damage and fines are deliberately ignored (mods can disable those).

Since 1 October 2026, the truck driver's VTCScore has seven components (the car one is different: see The car VTCScore, below): 65% is measured per kilometre (realistic driving, perfect deliveries, tonnage and care), 25% is the average distance of your routes and 10% goes per route (variety and commissions). None of them measures volume: they are averages and percentages, never sums. The seven components and their weight:

  • 40% Realistic driving (RS) — that you respect speed limits and don't rack up fines, measured kilometer by kilometer and verified by our telemetry (the .exe). It's VTCBase's goal, which is why it weighs the most. Routes with no RS seal score 0 here.

  • 25% Average route distance — how many kilometres your routes are on average: your total km divided by your number of routes. Keeping a load intact for 2,000 km is harder than for 100, and that has to show. It doesn't add up kilometres: 10 routes of 1,000 km and 40 routes of 1,000 km have the same average. The points follow the curve below this list.

  • 10% Perfect deliveries — how much of your distance you deliver flawlessly: the % of km driven on routes with exactly 0 cargo damage. Each route is perfect or not (0.5% damage no longer counts), but it weighs by its length: a flawless 2,000 km route counts twenty times more than a 100 km one.

  • 10% Average tonnage — the average weight of the cargo you haul (normalized to 25 t). Hauling heavy is harder (the truck goes slower and tips over sooner), so it simulates more and counts. It's the AVERAGE weight per km, not the total — it doesn't reward volume.

  • 5% Cargo variety — that you haul varied cargo instead of always farming the same one (Simpson index); 100% = you never repeat.

  • 5% WoT / PuC — the % of your jobs that someone commissioned from you: World of Trucks (external market/contracts, flagged by the game itself) or public contracts — bringing a load to another VTC, or taking out of your warehouse one that someone from outside brought you.

    Both paths are worth the same, and a job that is both at once counts only once: it's one 5%, not 5% for each. What stays out are the ordinary jobs you pick off the free market because they were on your way.

    The point is that there isn't a single optimal way to score. Before, since it's a percentage of your routes, what raised it most was driving nothing but World of Trucks; and that content depends on SCS events that come and go. Now, whoever prefers to collaborate with other companies gets to the same place.

  • 5% Cargo care — the SEVERITY of the damage when there is any: 100 minus your average damage, also per kilometre. Different from Perfect: that measures how much of your driving arrives flawless; this measures how bad it is when it doesn't (a 2% scratch ≠ a 40% wreck).

The average distance is turned into points with a curve: it rises quickly over the first few hundred kilometres and then flattens out, so a longer route always adds something, but a little less each time.

Average km per route 100 250 500 1,000 2,000 4,000 8,000
Points (out of 100) 6.4 14.3 24.5 38.8 56.8 77.6 100

For this average, each route counts for at most 8,000 km. And a route that ends up at 0 km because of a technical fault does not drag your average down.

The company's VTCScore uses the same seven components and weights, but over all of the VTC's routes combined (its average quality), and for a company variety and commissions are also measured per kilometre. That's why a VTC of 5 good drivers can beat one of 20.

What raises the VTCScore is driving better — more realistic, damage-free, with heavy and varied cargo, and on long routes — not driving more. The average distance is not volume: it doesn't add up your kilometres, it measures how long each route is on average. For volume there is the Distance ranking, which is a separate board.

Two fairness adjustments sit on top. Cancellations lower your score: accepting a route and abandoning it counts against you beyond a small tolerance (default 10%), set at the platform level 🔒, and only the excess is penalized. And a statistical smoothing (a prior of about 40 routes) starts at 64 and pulls small samples towards that value, so you climb by staying consistent across many routes, not by cherry-picking a handful. Both adjustments apply equally to drivers and companies.

Past months are shown with the new formula. If you pick September 2026 or an earlier month in the period selector, the score is already calculated with the seven components, so it won't match the one from back then and the order may change. Trophies don't change: they keep the figure and the place they were won with. That's why trophies from before October 2026 are on a different scale: with the new formula scores generally drop a few points, and a 78 in September is not the same as a 78 in October.

Is one very long route better than several short ones?

Picture two drivers who drive exactly as well as each other: same respect for the limits, not a scratch on the cargo, heavy loads and no commissioned routes.

  • Ana does a single 10,000 km route.
  • Bruno does 10 routes of 1,000 km, each with a different cargo.

The same kilometres. Three things decide who comes out ahead:

1. Average distance rewards the long route. It is 25% of the score. Ana's average is huge and takes the full 100 points of that component; Bruno's, 1,000 km, gives him 38.8. If Bruno split the same 10,000 km into 100 routes of 100 km, he would be down to 6.4.

2. Ana cannot show variety. The 5% cargo variety looks at whether you carry different cargoes, and with a single route you can only carry one cargo: that component comes out at zero — not because you drove badly, but because there is nothing to compare. Bruno, with 10 different cargoes, takes almost all of that 5%. If he did his 10 routes all with the same cargo, he would score zero too. What is rewarded is varying, not splitting the trip.

3. With a single route there is not enough sample. The statistical smoothing starts at 64 and moves towards your real score as you accumulate routes. It is like school marks: with one exam you cannot tell whether you got lucky; with twenty, you can.

The rest — realistic driving, perfect deliveries, tonnage and care, 65% of the score — is measured per kilometre, so there it makes no difference how anyone splits their trips. Only 10% (variety and commissions) goes per route.

In numbers, with both driving equally well:

Routes Score
Ana — 1 route of 10,000 km 1 64.6
Bruno — 10 routes of 1,000 km, always the same cargo 10 66.1
Bruno — 10 routes of 1,000 km, 10 different cargoes 10 67.0
Bruno — 100 routes of 100 km, 10 different cargoes 100 69.1
Bruno — 40 routes of 100 km, 10 different cargoes 40 67.6
Bruno — 40 routes of 1,000 km, 10 different cargoes 40 71.6

(Ana would not even appear on the board: a minimum of 3 routes is required.)

With the same number of routes, the long one always wins. Look at the last two rows: 40 routes of 1,000 km give 71.6, and 40 of 100 km give 67.6. Four points from length alone.

With the same kilometres, not quite yet — and we won't hide it. With 10,000 km in the month, splitting them into 100 routes of 100 km (69.1) still gives Bruno about 2 points more than doing them as 10 of 1,000 km (67.0): the smoothing counts routes, and 100 routes weigh more than 10. That edge wears off as the kilometres add up — with a lot of kilometres a month the long route wins — but most drivers don't reach that many kilometres a month, and for them splitting can still give a small advantage. We know, and it will be reviewed.

In one sentence: drive well, vary your cargo and do long routes; chopping a trip into pieces is no longer the way to the top.

The car VTCScore

Car jobs have their own mark, also from 0 to 100, but it isn't the truck one with a filter. A car doesn't carry heavy cargo, and there's no World of Trucks or public contracts for cars, so tonnage and commissions make way for punctuality. Its six components:

  • 40% Realistic driving (RS) — the car RS, per kilometre (see Car jobs (ATS)).
  • 25% Average route distance — as with trucks, but on its own scale, because car routes are much shorter (table below).
  • 15% Punctuality — what share of your kilometres you deliver within the job's deadline.
  • 10% Perfect deliveries — the % of your kilometres delivered with 0 cargo damage. In Driver on Demand, the cargo is the client's car.
  • 5% Variety — not always repeating the same job.
  • 5% Cargo care — how serious the damage is when there is some.

In a car, arriving late doesn't count as a cancellation: it only takes points off punctuality, so you don't pay for it twice. (Money-wise you do: the late-arrival cut applies all the same.) Everything else works as with trucks: the smoothing with few routes, what cancellations take off and the minimum number of routes to appear.

Average km per route (car) 50 100 150 300 450 600 900
Points (out of 100) 14.8 26.3 35.6 56.5 71.2 82.7 100

For this average, each car route counts as 900 km at most. A car mark and a truck mark aren't comparable: each has its own scale.

Your visibility

As a driver, you decide whether you appear in the public driver rankings: there's a personal opt-out on your profile (you're visible by default). A VTC owner's "show in global ranking" setting only governs the companies board; it never hides individual drivers.

Divisions

Since September 2026 the Companies, Drivers and Countries boards are not one long list: they are split into divisions. Being "640th of 900" is not a position, it's a number; inside a division it means something again.

  • Drivers: divisions of 100. Companies: of 30. Countries: groups of 4, like a World Cup, and all of them are shown at once.
  • There are two independent ladders —VTCScore (quality) and distance— and you go up and down separately in each. Being weak in one doesn't sink you in the other.
  • The page opens on your division; the dropdown lets you look at the others.

The week closes every Monday at 00:10 (Madrid time): the top of each division goes up and the bottom goes down, 10% up and 10% down (in the country groups, the first and the last). You see it painted in the table: green is the promotion zone, red the relegation zone. At the top of the hub there is a countdown showing it in your own browser's time.

You only go down if someone comes up to take your place, like in a real league. If nobody in the division below drove that week, that boundary moves nobody and the table says so.

How you get in: as soon as you complete the job that gets you to the minimum you enter the last division, right then, without waiting for Monday. Always from the bottom, so reaching the top costs weeks of promotions and nobody leads the table on a single good week.

If you're away: one week without driving does not put you in the relegation zone —you are not taking the place of anyone who did play— but you are not immune either: two consecutive weeks without driving and you drop one division. A single trip in the week already counts as present and resets the counter, so in practice it is one trip every 15 days. And when the last division fills up, a new one is born below it: what grows with the platform is the number of divisions, not their size.

Your VTCB Score is always your last 30 days, here and in the ranking: the same number on both screens, and nothing resets on Monday. The only weekly thing is who changes group. Your profile has the week-by-week history: which division you ended in and in what position, with an arrow if you went up or down.

Each vehicle class has its own divisions, with its two ladders and the same promotions and relegations every Monday. Car divisions start with the first car jobs and begin with a single division, Division 1: Division 2 opens when Division 1 fills up, and until then nobody goes up or down in cars. In cars, the Countries tab is, for now, a single full ranking with no groups.

Trophies and achievements

VTCBase rewards your driving in two different ways: achievements, which you earn on your own by hitting milestones, and trophies, which are monthly podium places you win by ranking against others. Both are cosmetic prestige, they never affect your euro balance.

Achievements

Open My Account → Achievements to see your collection. There are 94 achievements across 14 categories, each with a tier: bronze, silver, gold, diamond, or legend. The catalogue is the same for everyone and is set by the platform 🔒 (owners can't add or change them).

The page shows every achievement grouped by category. Ones you've unlocked appear in full colour with the date you got them; the rest are greyed out with a progress bar (your current value against the target), so you always know how close you are. Achievements unlock automatically the moment a delivery pushes you past a threshold, so you'll simply find new ones waiting next time you visit.

The categories cover:

  • Distance driven and Jobs completed (from your first km / first haul up to millions)
  • Quality — perfect deliveries (zero cargo damage), including percentage badges that need a minimum number of jobs to count
  • Realism — RS / hardcore driving points
  • Transports (ferries and trains), Exploration (distinct cities visited), Cargo & logistics (tonnage, ton-km, longest single route)
  • Specialist cargo (ADR, fragile, high value, heavy), Variety of loads, and World of Trucks external jobs
  • Community (convoys, contracts, events), VTCBase points, daily bonuses, and Consistency (active days and account age)

Two important things to know. First, every metric is tamper-proof — only real deliveries count, and things that can be faked with mods (vehicle damage, fines) are deliberately excluded. Second, achievements are not retroactive: your progress is measured from the moment the system was switched on for you, so an old imported history won't hand you a pile of instant unlocks. You need to be an active member of a company to accumulate them.

Achievements are for trucks: ATS car jobs don't add to them. Cars have their own titles (below).

Trophies

Trophies are monthly podium snapshots. On the 1st of each month, VTCBase freezes the standings of the month that just closed and hands out medals — 🥇 gold, 🥈 silver, 🥉 bronze — for the top three. Each podium comes in two flavours: Quality (VTCScore) and Distance (total km).

As a driver you can win trophies on two boards: inside your own VTC (top 3 of your company) and on the global board (top 3 across the whole platform), each in both flavours. Companies themselves also compete on their own podium — the top 3 VTCs platform-wide, again by Quality and Distance. A few rules apply:

  • Trophies only start from June 2026 onward.
  • A podium is only awarded if there are at least 3 eligible entrants that month (for the company podium, only VTCs with enough completed routes count).
  • Only closed months count — the current month is never captured.

Each trophy is permanent: the exact figure you earned is frozen with it (for example "927,865 km" or a VTCScore of "78.43") and displayed on public driver and company profiles, the rankings, and the hall of fame. Your global driver trophies even survive changing companies or a company reset, so once you've stood on a podium, that month is yours forever.

From September 2026: Division 1 only

Trophies no longer come from the full ranking: they are only contested in Division 1. You have to climb all the way up to fight for them, and that is what makes climbing worth something.

You must also have been in Division 1 every week of the month. If you drop one week and come back the next, it doesn't count: you weren't consistent. And you must have driven at least half of those weeks — sitting at the top without driving wins nothing.

The value that orders the podium is the MONTH's, not the individual weeks: exactly what you would see by picking that month in the ranking's period selector. The weeks only decide who qualifies —having held on at the top and having driven—; the number comes from the month. That way there is no invisible competition, and hoarding jobs to deliver them right at the month change gains you nothing: the month you deliver in is the month it counts.

Careful with months before October 2026. Since 1 October the VTCScore includes the average route distance, and the selector also shows past months with that new formula, so their figures and order no longer match the podium that was awarded back then. Trophies don't change: they keep the figure and the place they were won with. That's why trophies from before October are on a different scale from the ones after.

Trophies won before September 2026 are kept and shown as "old system", because back then the podium came from the full ranking. The monthly free server goes to the podium of Division 1 of companies.

Car trophies

ATS car jobs have their own trophies, separate from the truck ones and with the same podiums: your VTC's, the global drivers' and the companies', each one by Quality and by Distance.

  • The first is October 2026's, which comes out on 1 November as a direct podium: on the global drivers' podium and on the companies' podium, the top three of the whole car ranking, with no divisions, if at least three reach the minimum number of jobs. Those trophies are marked "direct podium".
  • From November 2026's on, those two podiums are fought out in car Division 1, as with trucks and with the same rules.
  • Your VTC's is always the top 3 of your company, with no divisions.
  • VTCs' car trophies appear in the Hall of Fame, which has its own Truck | Car selector; drivers' ones, in the trophy list on their profile.
  • The free server is only for the truck podium, for now.

Car titles

Titles are a label placed in front of your name: you choose it on your profile from the ones you've unlocked. They're pure prestige, like achievements. Car titles count only car jobs (car km don't raise a truck title, or vice versa):

  • Express Courier — 5,000 km by car.
  • Soul of the Road — 25,000 km by car.
  • Trusted Chauffeur — 250 car jobs.
  • White Glove — 98% perfect deliveries, with a minimum of 100 jobs.
  • Punctual as Clockwork — 98% of deliveries on time, with a minimum of 100 deliveries with a deadline.

Map and analytics

VTCBase turns every completed delivery into maps and charts, so you can see where your VTC drives, when it's busiest, and which routes pay best. There are three places to look: the interactive Map, the Performance analytics page, and the Live map.

The Interactive map and Performance analytics are for trucks: ATS car jobs don't go into them. To see the car ones, use the Truck | Car selector in Rankings and in My VTC.

Interactive map

The Map page draws your VTC's activity on a real Leaflet map of Europe (ETS2) or North America (ATS). Each city is a dot whose colour and size grow with how many times you've picked up or dropped off there — a heatmap of your favourite corners of the map. Click a city to see the top delivery companies (up to five) your drivers have visited there.

Alongside the map you get:

  • Coverage — the percentage of in-game cities your VTC has visited, plus your most-visited country.
  • Top routes — your 15 most-driven origin-to-destination lanes, ranked by how often they're run.
  • DLC usage — how your driving splits across the base map and each map DLC, so owners can see whether a new expansion is actually being used.

A game selector lets you view All, ETS2 only, or ATS only. The map data refreshes on a short (5-minute) cache, so brand-new deliveries appear within a few minutes. VTC owners/admins can tune the four heatmap colour thresholds if they want the map to react sooner or later to visit counts.

Performance analytics

The analytics page focuses on when and how well you drive, over a chosen period: 7, 30 or 90 days, or all time, with the same All/ETS2/ATS game filter. Six headline numbers — income in €, kilometres (miles for ATS), routes, perfect-delivery rate, hardcore (HC) points, and average income per job — are shown with an arrow comparing each to the previous period (no arrow on "all time", which has nothing to compare against).

Below that you'll find charts for income over time, cargo type mix, your 10 most profitable routes (by average net income), top 5 drivers, a full financial breakdown (fuel, cargo damage, fines, tolls, transports and the company commission), perfect-delivery percentage over time, a distance histogram (in km, or miles for ATS), hardcore adoption, and — most useful for planning — peak hours by time of day and busiest days of the week. A GitHub-style activity heatmap sums the whole VTC's deliveries across the last year. (A "perfect delivery" here means zero cargo damage.)

Live map

The Live map shows drivers moving across the actual game map, refreshing every few seconds. It's cross-VTC — you see the whole community, with your own VTC's trucks highlighted (a public version exists too, viewable without logging in). Drivers who are parked show at their last known position for up to 30 days, dimmed. Click a truck to see the driver, their VTC, current speed, fuel level, cargo, origin and destination, and distance remaining.

You also get a real-time ETA, converted from in-game minutes into real ones (roughly 1:6 on TruckersMP, and about 1:19 in ETS2 / 1:20 in ATS singleplayer). You also get a mandatory-rest countdown, both in singleplayer and on TruckersMP. Both are estimates (the singleplayer time scale varies by road type), so they're shown with a "~".

Drivers who've hidden themselves from the global ranking don't appear on the live map. Your dashboard also carries a compact "routes in progress" widget for just your own VTC, updating every 30 seconds.

Roles and ranks

Every member of a VTC has two separate things: a role (what you're allowed to do) and a rank (how you're shown, plus optional perks). Don't mix them up — your custom rank badge is cosmetic, but your role decides your powers.

The four roles

Roles form a simple ladder, and each one includes everything below it:

  • Visitor — someone without a driver seat in the company. Read-only, no economy.
  • Driver — the standard member. Drive routes, earn euros, buy and repair trucks, take loans, join contracts and convoys, reserve loads from the warehouse.
  • Manager — everything a driver can do, plus running day-to-day operations: create and manage contracts, convoys and staged events, buy supplies, post company announcements, manage invitations, kick drivers, change other members' roles (up to driver/visitor) and view the audit log.
  • Admin — everything a manager can do, plus company-wide settings: economy and company config, warehouse expansion, buying/upgrading/selling bases, and managing ranks.

Above all of this sits the owner — the person who created (or was handed) the company. The owner always has every company power, no matter how the ranks are configured, so they can never accidentally lock themselves out. A couple of things are owner-only by default, such as the truck-route (anti-cheat) audit, though the owner can delegate those to a rank. Platform staff (superadmin) sit above every company and handle bans and platform-wide items; that's not a company role you can be promoted into.

About the Trucky role

If your company still uses the legacy Trucky link, you may see a Trucky title like Owner, Manager (Gerente), Representative or Driver next to your name. That label is display only — it no longer grants any power on VTCBase. All real permissions come from your VTCBase role and rank.

Ranks: your company's own titles

Ranks are custom titles a VTC owner or admin creates on the ranks page. Each rank has a name and a colour, and is mapped to one of the three base levels (driver, manager or admin). Every company starts with three built-in ranks — Admin, Manager and Driver — which can be renamed and recoloured but not deleted or moved between levels. New members join as Driver by default.

Any rank — the three built-ins included — can also carry two extras, both set by the owner or an admin:

  • A per-km bonus — some ranks pay a little extra (up to €5 per km) on economy routes, straight from the company balance, and never more than the company can afford. A nice way to reward veterans. On ATS car jobs it's paid at 40%, like their rate.
  • Fine-tuned permissions — instead of granting a full manager or admin level, you can toggle individual powers on a rank (for example, "can buy supplies" or "can create contracts" without full manager access) from the rank's Permissions editor. These toggles are enforced for real across the app. The owner always keeps everything regardless.

The badge you see uses this order: your assigned rank if you have one, otherwise your Trucky title, otherwise your plain role name.

For owners: the admin panels

If you run or help manage a VTC, a small set of admin pages let you tune how your company works, look after your roster, and keep a record of everything that happens.

Access depends on the panel. Roster management, invitations, announcements and the audit log are permission-gated: the built-in Admin and Manager roles unlock them, and a custom rank can be granted the very same permissions. The economy Configuration panel is stricter — it's reserved for the Admin role (and platform staff), so it can't be handed to a lower rank.

Configuration

This is your control room for the economy and features. Two things live side by side here:

  • The balanced economy (🔒 platform preset). VTCBase keeps the core numbers fair for everyone: per-km rates, fuel cost, wear rates, repair costs and similar. When your VTC runs on the central preset, editing those fields has no effect — they follow the platform. Whether your company uses the shared economy is decided by the platform, not by you.
  • Your own policies. On top of the preset you still set the rules that make your VTC yours: your company commission, cancellation and "ignored call" penalties, cargo, distance and weight bonuses, and on/off switches for whole features — loans, contracts, events, daily bonuses and the warehouse inventory (plus the optional truck-components system). Values are range-checked, so anything absurd is rejected instead of silently breaking your economy.

Convoys don't have a master on/off switch — instead you tune their parameters here (bonus per km, minimum participants, join grace period, days of grace).

Your base city is fixed when the company is created and can't be changed here, and depot/warehouse/workshop capacities are upgraded in the Real Estate panel, not in Configuration.

Managing drivers

From here you handle your roster:

  • Roles and ranks — promote or demote members (a Manager can set Driver/Visitor; an Admin can also set Manager/Admin) and assign your custom ranks.
  • Kick — removes a driver from your company. It is not a platform ban: they become a free agent, keep their balance, and can join another VTC. You can't kick the owner, an admin, or yourself — and a Manager can't kick another Manager (only an Admin can).
  • Balance adjustments and bans are deliberately platform-only (superadmin / VTCBase staff), so no single owner can wipe someone off the platform or inject money into the economy on a whim.
  • Trucky linking tools live here too, but Trucky is the legacy integration being retired — its route pull and history import are now switched off, and new routes arrive automatically via the webhook / telemetry app.

Invitations

Generate invite codes so people can join your VTC directly (no Trucky needed). Each code has a maximum number of uses and an optional expiry in days, and you can revoke any code at any time.

Announcements

Post company announcements to your drivers. They're written in Spanish by default and can be optionally translated into the other 11 supported languages (12 in total), and you can flag important ones so they pulse for attention. (Platform-wide announcements are reserved for VTCBase staff.)

Audit log

Every administrative action — role and rank changes, kicks and bans, config edits, invitations, announcements — is written to a searchable, filterable audit log. If a driver ever asks "who changed this?", the answer is here.

Your bases and real estate

Every VTC operates out of one or more bases — physical garages in real game cities where your drivers store cargo, refuel, and repair. When you create your company you automatically get a main base (its home garage) in the base city you chose. From there you can expand into a network of branch bases across the map.

Bases are per-game. If your VTC runs both ETS2 and American Truck Simulator, each game has its own separate main base and its own branches.

Buying a new base

Open the Real Estate panel and choose a game, then a DLC region, then a city. A few rules apply:

  • The city must have an official SCS garage — cities without one won't appear in the list.
  • You can only have one base per city.
  • Buying costs a fixed €225,000, the same for every city no matter how remote, paid from your company balance — not from any driver's personal money.
  • Your first base in a game is free if you pick a base-map city (no DLC required). That first base becomes your main base for that game. (Your very first company base is created for you free of charge during onboarding.)

Only the owner, an admin, or a rank you've granted the buy permission to can purchase bases. Managers can't by default.

The three facilities

Every base has three upgradeable facilities, each with its own independent level:

  • Warehouse — how many cargo slots the base can store (starts at 5 by default).
  • Fuel depot — how much fuel the depot can hold (starts at 10,000 by default).
  • Workshop — the maximum stock of repair materials it can keep (starts at 15 by default).

Each facility starts at level 1. The owner, an admin, or a rank granted the upgrade permission can raise a facility one level at a time (no skipping levels) by paying from the company balance. The cost of each level and the capacity it unlocks come from a platform-managed upgrade curve 🔒 that's shared across all VTCs — so upgrade pricing is balanced centrally, not something an owner sets. Higher levels cost more and unlock progressively larger capacities. Every upgrade you buy is added to that base's total investment.

Selling a base

You can sell any branch base, but never your main base — your VTC can't be left without a home garage.

Selling refunds 80% of everything you invested in that base (its purchase price plus every upgrade), paid straight back into the company balance. The missing 20% is deliberate friction, so you can't buy-and-flip bases to shuffle money around.

Be careful before you sell — it's permanent. Any cargo stored at that base is lost and not refunded: whatever was sitting free in the warehouse is discarded, and anything a driver had reserved there has its reservation dropped (their reservation slot is simply freed up again). The base's workshop material stock is cleared too. Only the owner, an admin, or a rank with the sell permission can do it.

Leaving, discipline and appeals

Sometimes you move on from a VTC, or something goes wrong. Here's how leaving works, what the disciplinary tools do, and how to appeal a route that was cancelled through no fault of yours.

Leaving a VTC voluntarily

From your own driver profile you can choose to leave your current company. When you do:

  • You become a company-less user and land back on the onboarding screen, free to join another VTC (with an invite code) or start your own.
  • Your balance travels with you. Leaving is a departure, not a punishment, so your euros come along (any negative balance is floored at zero, and any open loans are settled/cancelled first).
  • So does your fleet. Your trucks, trailers and spare components aren't lost — they simply re-attach to the next VTC you join. Your personal driving record and rankings stay yours too.
  • Your active contracts are marked failed, convoy and event sign-ups are dropped, and any warehouse slots you had reserved are released for others.

Two people cannot leave this way: the owner (you must transfer ownership or delete the company first) and anyone holding the admin role (ask another admin to remove your role first).

Kick — you become a free agent

A manager or admin can remove a driver from the company. A kick is not a platform ban: you simply leave that VTC (become a company-less visitor) and are immediately free to join another VTC or found your own. As with voluntary leaving, your balance and fleet are portable (open loans are cancelled), and your career carries over. The action is written to the company's audit log.

There are guardrails: you can't kick yourself, the owner, an admin, and a manager can't kick another manager.

Ban — platform-wide, superadmin only

A ban is a completely different, heavier tool. It blocks the account from the entire VTCBase platform, not just one company, so only the platform superadmin can issue one. A ban zeroes the balance (this one is a sanction), cancels active contracts, convoys and loans, unlinks any Trucky connection, and blocks sign-in. A reason can be recorded. Company admins do not have this power — the strongest thing they can do to a driver is kick them from their own VTC. Only the superadmin can later lift a ban and readmit the account.

Appealing a route cancelled by a bug

If one of your routes was cancelled by something outside your control — a game bug, a disconnection, or testing mods/loggers — and it hasn't already been revoked, you can appeal it from that route's detail page. (This matters most if your VTC has cancellation penalties switched on — an owner setting that's off by default.)

  • Pick the reason (game bug, mods/loggers, disconnection, or other), write a short explanation, and optionally attach up to five screenshots (images only). One appeal per route.
  • This opens a private support ticket seen only by you and the support team.
  • Support reviews it and either approves or rejects. On approval, the route is revoked so it no longer counts against your reliability in the rankings, and if a cancellation penalty was charged, the exact amount is refunded to you automatically — you'll get a closing message in your language confirming it. A rejection leaves the cancellation as-is.

Appeals are processed safely once, so an approved route can never be refunded twice.

Deleting your account and your data

  • There is no self-service delete button, and that is not an oversight: VTCBase is Steam-only sign-in, so your Steam account is your access. That is also why there is no separate "unlink Steam": without it there would be no way left to log in.
  • To request it, email hola@vtcbase.com and include your driver name. This is the route described in point 8 (Your rights) of the privacy policy.
  • What is erased: your name, the Steam link, your avatar, your country, your Discord and any other profiles. If you had a personal VTC, it is anonymised too.
  • What is kept, and why: the financial entries of the routes you drove stay in the books of the company you were in, now with no link to you whatsoever. They are not your personal data, and deleting them would unbalance the accounts of a company that is not yours.
  • Afterwards you will not be able to sign in with that account. If you ever come back with the same Steam account, you start as a brand-new, empty account with no connection to the old one.

Community server and Discord

VTCBase is designed to keep your VTC connected in-game and on Discord without leaving the panel.

The community server chip

At the top of every page you'll see a small server chip like ETS 12/64 (and an ATS one). This is VTCBase's own in-game community multiplayer server, where all companies meet up for community convoys — but you're also free to hop on with your friends anytime. The count is live: it's read straight from Steam every few minutes, so it shows how many drivers are currently connected out of the total slots (or off when the server is down).

Click the chip to open a small panel with:

  • The server name and current player count.
  • How to join: open the in-game convoy browser and search for VTCBASE. Tip: enable the option to see servers with more than 8 slots, or the big server won't appear.
  • The password for the main 64-slot ETS2 server. This is only shown to drivers who belong to a company — visitors and the public web see the chip and player count, but not the password. The other servers (the smaller ETS2 one and the ATS server) are open, no password needed.
  • A reminder that damage and driving mode are fully realistic, plus a link to the community Discord.

The main ETS2 server always shows (even when offline); the extra servers only appear when they're actually online, to avoid clutter.

Discord notifications for your VTC

If you own a VTC, you can wire your company's own Discord server to VTCBase so your members get automatic updates. In your company settings (owner only), paste a Discord channel webhook URL (from Channel Settings → Integrations → Webhooks), then pick which notifications to send:

  • Contracts — new contracts you create (on by default).
  • Announcements — company announcements you post (on by default).
  • Driver joins — someone joins your VTC (on by default).
  • VTCBase contracts — the platform's daily challenges and community goals (off by default).
  • Completed routes — every finished delivery (off by default — expect a lot of these).
  • Routes started — when a driver picks up a job (off by default). Goes to the same channel as completed routes.

Messages arrive in your company's language. There's a Test button that fires a message to every channel you've configured, and a Remove button to disconnect.

Advanced — one channel per category: by default everything goes to your main webhook, but you can optionally give any category its own webhook to route it to a separate channel. Leave a category blank to fall back to the main channel.

Your webhook is stored securely (write-only and encrypted — it's never shown back to anyone), only genuine Discord webhook addresses are accepted, and company webhooks can never ping @everyone. Notifications are sent in the background, so they never slow down the panel.

Separately, VTCBase runs its own community Discord for platform-wide news — new companies, platform contracts, events, convoys and community goals. You'll find the invite link in the server chip panel, and each VTC can also publish its own public Discord invite on its company page.

Game servers for your VTC

Beyond the community server, your own VTC can run dedicated Euro Truck Simulator 2 and American Truck Simulator servers, created and managed from the panel. No FTP, no commands, no touching a single file: you start them, stop them and configure them from Services → Server.

They're built for what VTCs actually do: rolling out together in convoy, training newcomers and running events without praying there's room on a public server.

How you get one

Servers come included with your company's supporter level. That level isn't paid by the VTC as such: it's the sum of the active supporter payments of its members, so a handful of people can reach it together without anyone carrying the whole thing.

  • €8/month in member support → 1 server, up to 32 slots
  • €16/month → 2 servers, up to 64 slots each
  • €24/month → 3 servers, up to 128 slots each

The floor is always 8 slots: what your level raises is the ceiling, not the floor. And 8 isn't a random number — with 8 slots your server shows up in everyone's convoy browser with nothing to configure. Go above 8 and each player has to enable the option to see sessions with more than 8 slots, or they won't see it at all.

When your company reaches the level, the Server entry lights up amber in the menu: it means you have one waiting to be claimed. You create it yourself, choosing whether you want it for ETS2 or ATS.

By bringing drivers

There's a third route that costs nothing: bring new drivers to VTCBase and you get a temporary server. Every 5 who join through your link and drive 1,000 km earn you 15 days, and they stack. It's explained in full further down, under Referrals.

The podium prize

The top three VTCs of the month by truck VTCB Score (the Division 1 podium) get a free server for the following month, no support required. It rewards driving well, not paying: it's frozen along with the monthly standings and granted automatically.

Getting the server running

An ETS2 or ATS server runs off two files the game itself exports. In game, open the convoy browser, create a session with the settings and mods you want for your VTC, and use the export option. You'll get:

  • server_config.sii — the configuration
  • server_packages.dat (and server_packages.sii) — the map, the DLC and the mods

Upload them on your server's page and start it. If you don't fancy exporting anything, you don't have to: every new server is born with the game's default files — base map and all official DLC — so it can run from minute one. The moment you upload your own, they replace the stock ones.

This is also how you play with mods: mods travel inside those exported files, so whatever you set up in your game is what your server will have.

What you can configure

The server's page hands you everything the game allows:

  • Name, description and welcome message
  • Password (leave it empty for an open server)
  • Slots, up to the ceiling your level gives you
  • Player damage, AI traffic and forced speed limiter
  • Name tags above trucks, hide players in company areas, hide players who collide, no collisions at service stations and ghosting while in the menu
  • Friends only, show in the public list and allow optional mods
  • Time zones

Settings are edited with the server stopped. That's not fussiness: the game rewrites its own configuration when it shuts down, so changing anything on the fly simply wouldn't stick — and a restart would also boot everyone inside without warning. Stop it, edit, start.

Moderators

You can appoint up to 20 moderators, who are the ones able to kick and mute other players inside the server. You pick them from a list of your VTC's members, or by pasting a SteamID64 by hand — that last option is how you give moderation to someone from another company, say a guest helping out on a joint convoy.

Careful: being a moderator grants no permissions in the panel. Those are in-game powers and nothing more.

The Steam token (optional)

Without a token the server works perfectly well, but its session ID changes every time it restarts, so anyone who saved it as a favourite loses it. With a token the ID is stable and holds even if the server moves to another machine.

You can generate yours at steamcommunity.com/dev/managegameservers. Watch out here, this is the most common mistake: the token is tied to the game's App ID, and an ETS2 one is no good for an ATS server.

  • ETS2 → App ID 227300
  • ATS → App ID 270880

If you use the wrong game's token, the server starts and shuts itself down, over and over, because Steam rejects the authentication. The panel warns you when it spots that behaviour, and under the token field it shows you both App IDs with yours highlighted. If in doubt, leave it empty: it works just the same.

Who gets to touch it

Access is controlled by your company's ranks, at two separate levels:

  • Manage the server (start, stop, restart) — meant for whoever organises the convoys
  • Configure the server (settings, files, moderators) — more restrictive

That way you can let an organiser fire up the server for an event without handing them permission to change the rules.

Where your server lives

Servers run on VTCBase nodes spread across regions. Right now there's one node in Europe; as demand grows, more will open closer to other areas to bring the ping down. The node is assigned when the server is created, and it can be changed.

If your company drops below the level

If your members' support falls under the threshold, you get three days of grace before the server shuts down. When that happens the server is suspended, not deleted: the configuration and the files you uploaded stay saved, and if your company reaches the level again it's recreated exactly as it was. You never lose your work.

Referrals: bring drivers, get a server

VTCBase has grown largely because people spread the word on their own, without anyone asking them to. The referral programme is our way of giving that back.

The whole rule: every 5 drivers who join through your link and drive 1,000 km earn you 15 days of a game server, free.

Your link

It lives in My Account → Referrals. It's a short link you can paste anywhere: forums, a video description, your Discord.

Whoever opens it doesn't land on a login screen: they see a page with your name, your VTC and your kilometres, and sign in with Steam from there. And they start with €10,000 instead of the usual €4,000 — VTCBase pays that bonus, it doesn't come out of your company's funds, so inviting costs you nothing.

When a referral counts

  • It must be a new account. Someone already on VTCBase counts for nobody.
  • It counts when they drive 1,000 km, not when they register. That's about 50 minutes of play. Kilometres from ATS car jobs count too; those from truck freight done with a car don't.
  • They have 30 days from signing up to do it.
  • Where they end up doesn't matter: your VTC, a different one, or driving solo. What we reward is someone new actually trying VTCBase.

Your referrals panel shows the full list: who joined through your link, how many km each one has done and how many days they have left.

The reward

  • It stacks. Bring 10 drivers and that's 30 days, added on top of whatever you already have. Keep bringing people and your server never runs out.
  • Referrals are used up when you claim: the next reward needs another five.
  • The server has 8 slots and you create it yourself, choosing region and game, from the Server screen.
  • It's yours, not your VTC's. If you move company, the server goes with you. While you're in a VTC it's managed by whoever has server permission there, like any other.
  • A VTC has one referral server only, however many of its drivers invite people. If several of them earn a reward, the days are added to that same server instead of opening a new one.

When it runs out

The server shuts down when it expires, but it isn't deleted for another three days. During that window it keeps its settings and its game files: bring more drivers or move to a support tier and you switch it back on exactly where you left it.

And remember it isn't the only route: a server is still included from support tier 1, and the three best VTCs of the month by truck VTCB Score get one for the following month.

Supporter program

VTCBase is free and always will be. One person keeps the servers, domain, backups and the telemetry app running, and that costs money — so if you enjoy the platform, you can chip in through the Supporter program. In return you get visible recognition and nothing else: supporting gives zero gameplay advantage. Your economy, your rankings and your merit are identical whether you pay or not — the supporter tier is never read by the economy, the rankings or the RS/HC scoring.

The three tiers

There are three supporter tiers, each with its own colour and icon:

  • Companion (♥, pink) — €2.50/month
  • Veteran (★, cyan) — €5/month
  • Legend (♛, gold) — €10/month

Each tier includes everything the tier below it offers, then adds a bolder version of the perks (a brighter badge and glow, a bigger map marker, a higher spot on the Wall).

Your support dresses up your VTC too

Support doesn't stop at your profile: it counts towards your company. Once the active support of a VTC's members adds up to a certain monthly figure, the whole company wears the coloured ring on its logo and unlocks game servers of its own (see Game servers for your VTC):

  • €8/month in member support → 1 server
  • €16/month → 2 servers
  • €24/month → 3 servers

What counts is the active support of whoever is in the VTC at that moment: if you move to another company, you take yours with you and it starts counting there instead. If someone's support expires, the VTC keeps its level for seven days before dropping, so nobody gets singled out for not renewing in time.

This applies if you play in Solo mode too: your support goes to your own career, so with €8/month you get your server just like a VTC does. If you sign for a company one day, that server closes and your support travels with you — the company levels up and creates its own. Your solo routes, trucks and stats are kept intact.

How paying works

It is a one-time payment, not a subscription. You pick a tier and a duration — 1, 3, 6 or 12 months — pay once, and your supporter status runs until it expires. Nothing renews automatically and you are never charged again; when it runs out you simply drop back down unless you choose to pay again. Prices are shown VAT included, you get an invoice for every payment (it's run by a real, VAT-registered company in Spain), and you can pay by card/PayPal (Stripe) or Bitcoin.

Purchases stack per tier: your effective tier is the highest one currently active, and if a higher tier expires while a lower one is still running, you gracefully drop to that lower tier instead of losing everything.

What you get (all cosmetic)

  • An icon/badge next to your name across the site
  • A coloured glow ring around your avatar in rankings, the live map and your profile
  • Custom name colours plus an animation effect — shimmer, rainbow, glow, sparkle or pulse — which you set yourself in My Profile. These only animate colour and light, never move the letters, and respect reduced-motion settings. Available from the first tier
  • A highlighted marker on the live map — bigger, tinted your tier's colour, with a pulsing halo (shown while your listing is public)
  • Your name on the Wall of Supporters on the support page

Your privacy is respected

By default you're listed on the Wall under your name. You can instead appear as an "Anonymous supporter" (your name and avatar hidden — this is respected everywhere, including the "new supporter" Discord shout-out), or be kept off the public Wall and map glow entirely. Either way, your total contributed and your purchase history stay private — only you ever see them, in a personal summary on the support page.

The support page also shows a simple transparency bar: what share of the month's running costs (servers, domain, backups and the .exe signing certificate) the current supporters are covering right now. It's purely informational and doesn't touch anyone's economy.

Solo mode (playing on your own)

Plenty of drivers play Euro Truck Simulator 2 and American Truck Simulator entirely on their own and don't want to run — or belong to — a company. Solo mode is for them: a clean way to use VTCBase as an independent driver, no VTC and nobody to answer to. It's a niche no other platform covers — and it's available now.

Getting started solo

When you sign in without a company, pick "Play solo" on the welcome screen. All you choose is your game (ETS2 or ATS), your base city and, optionally, your country (so your flag shows on the rankings). That's it — you're driving on your own. Your routes come in through the VTCBase telemetry app just like for any driver.

What you get as a solo driver

  • Platform contracts and events — the VTCBase-wide contracts and staged events are open to you, so there's always something to chase.
  • Driver rankings — you appear on the cross-platform driver leaderboards like everyone else (you keep your personal opt-out).
  • Trophies and achievements — monthly podiums and unlockable achievements land on your profile just the same.
  • The bank — personal loans stay available if you want to finance a truck.
  • You keep everything you earn — with no company, no commission is taken out of your deliveries.
  • You repair your own trucks — your truck profile and repairs work as usual (from My Trucks).

What doesn't apply solo

Some things only make sense with a company behind them, so they're off the table:

  • Creating contracts, convoys and all company management — you take platform contracts but don't create them; convoys are group activities; and there's no Base, Real Estate, Configuration, Drivers or Economy panel to manage.
  • You don't appear on the COMPANY rankings (you do on the driver ones) or in the public VTC list — your solo career is private as a company.

The trade-off for keeping all of your earnings (0% commission) is that repairs cost a bit more than for a driver backed by a company workshop. Everything else — the balanced economy, fuel, wear, RS points — works exactly the way it does for everyone.

Fully portable: switch to a VTC (or create your own) anytime

Solo mode is a front door, not a dead end. At the top of your profile you always have two options:

  • Join a VTC with an invitation code.
  • Create your own VTC (you become the owner and can invite drivers).

Either way, your career, your balance and your whole fleet come with you — your solo profile is closed and you lose nothing you've built (distance, efficiency, RS points, trophies and achievements all travel with you). And the other way round: if you ever leave a VTC, you can go back to playing solo.

The driver market and the VTC market

Looking for a VTC to drive for, or are you a VTC looking for people? The recruitment market connects both sides. It's the same place seen from two angles: if you play solo or you're a free agent, you see the VTC Market (companies looking for drivers); if you run a VTC, you see the Driver Market (available drivers). Everything is negotiated in a conversation, and once there's a deal, the signing moves the driver to the VTC under the agreed terms.

Showing up in the market (it's optional)

Nobody gets pulled in against their will. Both sides are off by default:

  • Driver: in the VTC Market you have a toggle «Do you want VTCs to see you and make you offers?». Turn it on to appear in the list of available drivers. While it's off, nobody can make you an offer.
  • VTC: in the market Settings (the button next to «My conversations», admins only) you enable «Find drivers» and set a short pitch plus the number of open spots you're advertising. That's how you show up in the VTC Market.

The listing also shows each person's last route (so you can see who's active) and, if you've set it on your profile, your country flag.

Negotiating: offers and counter-offers

The conversation is symmetrical: both sides can propose and adjust the terms until they reach an agreement.

  • If you're a driver: open a VTC's profile and hit Apply. You propose what you're asking for —extra per km and signing bonus— and you can offer a retention clause as a sign of good faith. A conversation with the VTC opens up.
  • If you're a VTC: from the Driver Market, hit Make an offer on a driver and propose the extra per km, the bonus, the retention clause and the targets.
  • From there it's a back and forth: the other side counter-offers, you adjust again… until one party hits Accept. Nothing is final until it's accepted.

The terms of the deal

  • Extra €/km: what the driver earns per km on top of the VTC's rate while signed on (0 = no extra). It's binding. On ATS car jobs that extra is paid at 40%, like their rate.
  • Signing bonus: a one-off payment on joining. The VTC pays it from its company balance, and never more than it has: if it can't cover the agreed bonus, it can't lock anyone in with a clause.
  • Retention clause: the driver commits to staying for a set time (days) and/or a distance (km). With «meet both» you have to satisfy both axes; with «meet one», just one is enough.
  • Performance targets (optional): on top of staying, you can agree that they'll perform — a minimum number of routes and/or a minimum % of perfect deliveries (no cargo damage). Quality is judged over a minimum sample of routes so the newcomer isn't penalized.

ATS car jobs count towards meeting the commitment just like truck ones: their km, their routes and their perfect deliveries. Truck freight done with a car doesn't.

The signing and portability

Once it's accepted, the signing is immediate: the driver moves to the VTC, their fleet and career (routes, trophies, ranking) travel with them and they receive the bonus. The balance travels too (if it was in the negative, they start with the new VTC's initial balance). The driver's career is permanent: it's never lost when switching companies.

The retention clause and returning the bonus (important)

The retention clause is an economic contract over the bonus, not a shackle that kicks anyone out. While you stay, nothing happens: you keep everything. The tally only kicks in if there's a departure:

  • If the driver leaves voluntarily before fulfilling it → they pay back the unfulfilled portion of the bonus (pro-rated). Their balance may go negative; that's the price of breaking the pact early.
  • If the VTC kicks or bans them → the driver keeps their balance; it's the VTC that recovers the unfulfilled bonus into its own coffers (so nobody games it by signing someone just to kick them later).
  • If the retention clause is fulfilled, the bonus is theirs, no strings attached.

The VTC can waive the clause at any time (cancel it at no charge). And keep in mind: nobody gets auto-kicked for underperforming — the system only manages the bonus; whether to let someone go is the VTC's call.

Tracking the deal: management and notifications

  • The VTC sees all its signings with an active clause under Settings → Committed signings: progress per axis (days/km/routes/quality), how much each one would pay back if they left today, and the Waive clause button. On top of that, in Driver Management, signings with a retention clause show up with a 🔒 tag.
  • The driver sees their commitment on their profile: progress bars and a note on how much they'd pay back if they walk away now.
  • Notifications: when you get an offer, a counter-offer, or you're signed, an alert lands in your bell. And VTCs can send these alerts to a Discord channel dedicated to the market (under Company Settings → Discord).

Tips

  • Set your country flag and keep a recent route on your record to make a good impression.
  • As a VTC, a bonus with a retention clause builds loyalty; as a driver, offering a retention clause makes you more attractive. But read the clause carefully before accepting: if you leave early, it gets paid back.
  • A high extra per km may leave you with less net at a VTC with a high commission: look at the whole deal, not just the biggest number.

VTC challenges

Two VTCs can challenge each other for a few days to see who drives better. Mind that word: better, not more. A challenge isn't won by whoever puts in the most hours or moves the most cargo — it's won by whoever drives with the most quality. A small VTC can beat a huge one, and it happens constantly.

How it's proposed

From VTC Challenges, an admin challenges another VTC and sets the terms: whether it's a truck or car one (with the Truck | Car selector), the duration (from 1 to 30 days), a minimum number of routes that has to be reached (never fewer than 10) and, if you want, a minimum weight per route for a delivery to count (trucks only). The other VTC accepts, declines or makes a counter-offer, and the counter-offer can change the class too. While nobody accepts, there's no challenge.

After a challenge there's a 15-day waiting period before you can challenge that same VTC again, so this doesn't turn into harassment.

How it's scored: the VTCScore

Each side gets a mark from 0 to 100. In a truck challenge it's the company VTCScore formula with a few differences (car ones are further down): in the commissions component only World of Trucks counts (public contracts count in the ranking, but not in challenges), and there is no statistical smoothing, because a minimum number of routes is already required. It breaks down like this:

Weight Metric What it measures
40% Average RS Realistic driving quality, per km
25% Average route distance Total km ÷ number of routes, with the same curve as the ranking
10% % perfect Km delivered with no cargo damage
10% Average tonnage Average weight per km, normalized to 25 t
5% Cargo variety That you don't always repeat the same thing
5% WoT World of Trucks km
5% Cargo care 100 − average damage (to break ties)

Everything is worked out per kilometre, not in raw totals, except the average distance, which is exactly that: an average per route. That's why doing twice as many routes doesn't raise the mark by itself: it goes up if those routes are better. And splitting a trip into many short routes lowers it, because it sinks your average distance.

Tonnage does NOT add up (this confuses everybody)

It's the most repeated question, so here it is in plain terms: "Average tonnage" is not the sum of the tonnes you've hauled. It's your average weight per kilometre, compared against a target of 25 t and expressed out of 100.

It's worked out like this: (sum of tonnes × km) ÷ (sum of km) ÷ 25 × 100

A real example from a challenge in progress:

  • One VTC hauled 2,966 t over 179 routes and 247,303 km → average weight 15.4 t → 38/100
  • The other hauled 470 t over 22 routes and 25,273 km → average weight 21.1 t → 53/100

The second one moved six times less cargo and is ahead on this metric, because what counts is how loaded you were, not how much you piled up. If you do ten more routes at your usual weight, this number doesn't move — and it's right that it doesn't. To raise it you have to take heavier loads.

The same goes for the rest: average RS, % perfect and variety are all averages, not counters.

The minimum number of routes

The only part that really is about volume. It's there so nobody wins by doing one perfect route and then hiding for the rest of the week:

  • If neither of the two reaches the minimum → the challenge is void, with no winner.
  • If only one reaches it → that one wins, whatever the marks say.
  • If both reach it → the higher VTCScore wins. If they tie, total RS decides; if that ties too, it's a draw.

What's at stake

When the challenge closes, the drivers on the winning side are credited the VTCBase Points (RS) from the routes they did during the window. Those on the losing side discard them.

So there's no money at stake: what's at stake is your people's points. That's why it pays to watch the scoreboard through the week, not just on the last day.

Car challenges

A car challenge is played only with ATS car jobs, and it changes three things:

  • It's scored with the car VTCScore (see Rankings and VTCScore): punctuality —delivering within the job's deadline— takes the place of tonnage and World of Trucks, and average distance uses the car scale.
  • There's no minimum weight: a car doesn't carry heavy cargo.
  • It doesn't hand out VTCBase Points: it's played for the win.

Arriving late only takes points off punctuality; cancelling is penalized just the same. Everything else —the minimum number of routes, how the winner is decided and the 15-day wait— doesn't change.

Tips

  • Do long routes. The average distance is 25% of the mark: splitting a trip into lots of short routes sinks it.
  • Haul heavy (in trucks). It's the most direct lever on average tonnage, and it raises your RS as well.
  • In a car, arrive on time. Punctuality is 15% of the mark.
  • Vary your cargo. Always repeating the same load sinks the 5% variety.
  • World of Trucks (in trucks). In challenges, the 5% commissions component only goes up with World of Trucks: public contracts count in the ranking, but not here.
  • Cancelling is penalized, and in trucks so is arriving late. They lower the final mark through the professionalism factor, with a small tolerance margin.
  • Secure the minimum number of routes first. Falling short makes you lose even if you drive better.
  • A short streak of very good routes pays off more than lots of mediocre ones. Here less is more, if that less is better.

The API: taking your data out of VTCBase

Everything you see on the site can also be requested raw, to build your VTC's own page, a Discord bot or a spreadsheet. It lives at api.vtcbase.com, and that is also where you try it: the documentation is interactive and every endpoint comes with an example you can run from the browser.

The public half: no token, no sign-up

Eleven open endpoints, read-only:

  • Rankings of VTCs and drivers, with their division, their rank inside it and whether they are in the promotion or relegation zone.
  • Profiles of a VTC or a driver, with both divisions — quality and distance — their trophies and their latest jobs.
  • Contracts, convoys and events from the community that are open right now.
  • The cargo market, with the per-kilometre price of every commodity.
  • The live map, the game catalogs (cities, DLC, cargo families) and the platform totals.

Only those who opted into the public ranking show up. If a VTC or a driver would rather not, their profile answers "not found": not even their existence leaks.

By vehicle class. The rankings accept vehicle_class=truck|car|bus. Without it they answer with the truck one, as always. Each class brings its own score and divisions, and for cars punctuality comes in (pct_on_time). With bus the response says it isn't available yet. Driver and VTC profiles still give the truck data in their usual fields and the car data separately, in by_class. And each job says which vehicle it was done with (vehicle_class) and which ranking it counts in (ranking_class).

Your half: with a token

Your VTC's full data — roster with balances, jobs with the financial breakdown and the ledger — sits behind a token the owner generates in Administration → API. It is read-only and opens your company only.

Treat it like a password: whoever holds it sees your VTC's books. You can revoke it from that same page whenever you want, and anything using it stops working at once.

Details that save you time

  • Distances are always in raw kilometres; converting to miles is up to whoever displays them.
  • Money only exists in the token half. No public endpoint returns it.
  • The limit is 60 requests per minute on the public half and 120 with a token; every response tells you how many you have left.
  • If you are wiring up an AI, start with llms.txt and openapi.json — they exist for exactly that.
Ready to start? Sign in with Steam and create or join your VTC.