To drive well
How Overdrive Québec works: American Truck Simulator physics, contracts and licence
On the Overdrive Québec American Truck Simulator server, the truck drives with more realistic physics, the pay depends on who provides the trailer, trains have their own rules, and your points-based licence, driving hours and fines follow Québec. Here is the essential, with the mod’s own figures.
Physics and driving
Physics closer to real life than the base game
The server runs the Overdrive physics, not the base game’s: a loaded truck does not drive like a car.
- More air resistance: the truck runs out of breath sooner at high speed.
- Brakes heat up like real drum brakes: heavy braking downhill heats them, up to 260 °C, the temperature at which real drum brakes fail.
- The cab is heavier (900 kg instead of 650 kg) and floats a little over bumps.
Mind your braking distances and ease off on the hills.
On the road
- Green lights last longer: 30 seconds, and 15 seconds for left-turn arrows. It is the same light for everyone, the AI included.
- Freight trains have 8 to 40 cars, and at level crossings the barriers stay down longer with a long train.
In the launcher
Driving experience: pick what suits you
At the top of the launcher, the “Expérience de conduite” (Driving experience) button sets the game’s driving aids and physics for one of your profiles. Four choices:
- Arcade: aids at the maximum, a very stable truck.
- Normal: the useful aids, a stable truck and real fuel consumption.
- Semi-realistic: air brakes, fewer aids, firmer suspensions.
- Realistic: no aids, air brakes, realistic transmission and suspensions.
It never changes your keys, your camera, your display or your options. Close the game before applying: the “Restaurer mes réglages” (Restore my settings) button gives you back the previous ones.
The server recommends no choice: take what suits you. Your leaderboard category follows your real settings.
Contract offers
Same cargo, different pay
The game offers you three kinds of contracts. The pay depends on who provides the trailer.
| Offer | You drive | Pay, compared with the freight market |
|---|---|---|
| Quick jobs | A company trailer | 25% less |
| Freight market | A company trailer | The base pay |
| Cargo market | Your own trailer, or your train | 25% more |
- Quick job: it is taken fast, with no commitment, so it pays less.
- Freight market: the company provides the trailer, you provide the tractor.
- Cargo market: you bring the tractor and the trailer (or two!), so you are paid better. In real life, a carrier with only a tractor is paid 10 to 20% less.
Every contract has a fixed part of $5,000 ($3,750 on a quick job), then the distance. The game’s bonuses stay: level, long distance, urgent, value, fragile.
How much it pays
The exact case: level 36, every skill at maximum, ordinary cargo, no urgent bonus.
| Trip | Quick job | Freight market | Cargo market, one trailer | Cargo market, double |
|---|---|---|---|---|
| 1,000 km | $16,200 | $21,600 | $25,567 | $46,869 |
A 4,000 km trip with the company trailer pays about $78,000. A new player, with no level and no skill, earns less: $15,994 for 1,000 km at the freight market.
A double pays more because it carries more: the game has no “train” bonus, the pay follows what you haul.
The wind-tower convoy, a job of its own, pays $86/km, before the fixed part and the bonuses.
Heavy convoys pay 25% more, but they come up about three times less often in the offers.
Trailers and prices
The trailer and train rules
Here is how the mod loads trailers and which offers carry each train.
- Every train is allowed in every state, with no illegal-trailer fine.
- The payload follows the real capacity of the trailers pulled, not the states' weight limits.
- A dolly carries no cargo: it only links the trailers.
- In a train, the longest trailer rides in front.
- The axles sit where they really are, and the trailers have their real empty weight.
- A few formats (the short flatbeds, the 48 ft dry bulk) were taken off sale at the dealer; the ones you already own still run and keep their jobs at the cargo market.
- Company offers (freight market and quick jobs, with the company’s trailer): single trailers of 53 ft at most; every train (doubles, triples, B-trains, road trains) only on the cargo market, with your own trailer; the wind tower and the lowboys stay with the companies.
Real prices, part by part
Dealer prices follow the real prices of recent listings and price lists, part by part. A train costs more than a single trailer, because there is more trailer to pay for.
| Trailer | Price |
|---|---|
| 53 ft dry van | $39,832 |
| Turnpike 53+53 2+2, dry van | $88,870 |
These prices are the parts’ prices, added up the way the game does it for its own doubles.
Licence, hours, fines
Your licence, your hours and your fines
The launcher keeps your driving journal, the Logbook, from the live game through SCS Software’s official telemetry plugin.
You start with 15 points, shown as “15 / 15”. Each offence takes some away, by how serious it is, never below 0. Points do not wear off with time: they come back every Monday and through perfect deliveries, never more than 15. At 0, your licence is suspended.
Every Monday at midnight, Eastern standard time (one o’clock in the morning in summer), 6 points come back to you, never more than 15.
Every 4 perfect deliveries of more than 1,000 km, 2 points come back to you, even if they do not follow each other, never more than 15. A perfect delivery is made with the game’s fines turned on and no offence at all, even a no-point one.
At 0 points, your licence is suspended: your Logbook shows “PERMIS SUSPENDU” (licence suspended) until the suspension ends. The game is never blocked: you can keep driving.
The suspension lasts 3 days the first time, then 6 days, then 12 days if you are suspended again within 24 days of the previous one.
During the suspension, your offences go on your record but take no points away, and no points come back. When it ends, you are back to 15 / 15.
You can drive 4 hours in real time. Each short stop of 5 minutes, engine off, adds 15 minutes more, 2 times at most: 4 hr 30 min in all. Then a break of 15 minutes with the engine off starts it all over. The launcher’s dial turns amber 30 minutes before the limit.
In the game, fines follow the Québec amounts, to the dollar. The amount depends neither on your level nor on a police car near you: it is the same for everyone.
A few amounts: red light, $200; speeding 20 km/h over the limit, $80; ignored rest, $597; damaged vehicle, $597.
Only the fines the game gives count, and only if the game’s fines are turned on in your options. The licence, the Logbook and the leaderboards count from 48 hours after you turn them on, and a game run counts only if they stayed on from start to end. Off or unknown, your licence is inactive: no penalty, no suspension.
The game’s fines turned back on, the rewards and the category promotion all have the same wait: 48 hours.
Leaderboards
Leaderboards by category, verified or not
Drivers are ranked by their driving settings: Arcade, Normal, Semi-realistic or Realistic, with the synchronised or the non-synchronised gearbox. Pick a category to compare yourself with people who play like you. The verified list and the unverified list are separate, and each driver is on one of the two only.
The server recommends no choice: take what suits you. Your leaderboard category follows your real settings.
A problem?
We help
Write in the Discord help channel, open the Troubleshooting page or email us. The full rules are on the server Rules page.