Ten66 asked why their long, thin map came in a square box with dark curtains drawn either side. We took the curtains down.
In plain terms: on a 1:2 or 1:3 map the minimap now takes the map's own shape -- no dark borders, and the map shown bigger -- and the window follows it.
Neu in 1.5: Auf einer 1:2- oder 1:3-Karte nimmt die Minikarte jetzt die Form der Karte an – keine dunklen Ränder, die Karte größer – und das Fenster passt sich an.
📜 Every update so far, in English and German: tfbpx.com/pyt-minimap-history.html
Our NEW button bounced like a puppy at the door, shoving every button beside it. It has been rehomed. And clicking the PYT row could pull the rug out from under the game — the rug is now nailed down.
In plain terms: clicking the PYT row no longer crashes the game, the NEWS button is gone, and PYT — Settings no longer stutters on big maps.
Neu in 1.4.2: Ein Klick in die PYT-Leiste lässt das Spiel nicht mehr abstürzen, der NEWS-Knopf ist weg, und PYT — Settings ruckelt auf großen Karten nicht mehr.
Every ten seconds, the PYT family stopped everything to check a stopwatch nobody was looking at. MrHamstring spent a whole evening tracking it down — thank you.
In plain terms: less work in the background on big maps — one cause of a short freeze every few seconds is fixed.
Neu in 1.4.1: Eine Ursache für kurzes Einfrieren alle paar Sekunden ist behoben — die PYT-Engine liest die Daten anderer PYT-Mods nur noch bei offenem Leistungsmesser, und die Karte zeichnet sich nur neu, wenn sich etwas geändert hat. Danke an MrHamstring!
The map used to redraw the whole country every time a bus moved. It has learned to look up from the paper only for the bits that changed.
In plain terms: the map draws in small slices and reuses what didn't change, so big maps stay smooth — and it shares one time budget with the rest of the PYT family.
Our windows politely asked the PlayStation for a close button. The PlayStation doesn't have one, took offence and walked out — taking your whole interface with it. We've had a word.
Busted: our developer only ever tested on square maps. Very square indeed. modiorange plays on a map five times longer than it is wide — and thanks to them, the square developer has been sent to stand in the corner.
In plain terms: on a rectangular map (1:2, 1:3, or longer), the Minimap now shows the map at its true shape instead of stretching it into a square.
Ten66 set the map up just so, saved the game, loaded it again — and the map had forgotten everything. A goldfish has a better memory. Not any more.
In plain terms: every choice you make in the map is now saved with your game, and a new Vehicles switch shows where a line's vehicles are right now.
Parked it in the top-right corner? It turns out 'top right' means top AND right. The map knows that now.
In plain terms: a map parked at the top of the screen stays at the top when it grows or shrinks -- it only moves sideways as far as it must.
Park it in the top-right corner, open a panel — and off it wandered, right over the edge of your screen. A map that couldn’t find its own way. We’ve had a word with it. Again.
★ Thank you, QuantumBlue1! You spotted it running off the edge and explained it perfectly — it took us a few tries, and here it is.

“It looks small, but it packs a punch — everything you could want and more.”
We gave the map a magnifying glass — and a memory. It now remembers where you left it, which is more than we can say for our car keys.
★ Thank you, QuantumBlue1! Pinning past ESC, the map reopening where you left it and the shorter town names were your ideas. Keep them coming — that’s how PYT gets better.
Our map was keeping a diary of every frame it drew — in the game’s log, all of it. We’ve had a word.