American Truck Simulator

American Truck Simulator

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Sensible Traffic Mod for 1.50 [OLD MOD - New version in description]
   
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Type: AI Traffic
File Size
Posted
72.392 KB
12 Sep, 2024 @ 1:27am
1 Change Note ( view )

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Sensible Traffic Mod for 1.50 [OLD MOD - New version in description]

In 1 collection by Woopzilla
Sensible Traffic Mod Versions
15 items
Description
WARNING: OLD MOD

Sensible Traffic Mod

For v1.50 of ATS.

THIS IS A LEGACY MOD FOR v1.50

Follow this link for the new version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127826231

Any other version can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1907960769

This mod increases the amount of traffic encountered on the roads.

It also lowers patience, and increases risk taking of AI drivers, making them merge lanes a little more speedily.

It also adds a time sensitive variance: Night times are quiet and lonely. Busiest times are the hours leading up to, and immediately after, 9am and 5pm


"Why did you create this mod? Aren't there enough traffic mods?"

I created this mod because I've tried other popular traffic mods and there was always something that didn't feel right, so I made my own mod. Some issues that made me create this were:
  • One mod had good traffic amount, but made some cars too slow. Traffic then piles up too much because they create a rolling roadblock.
  • One mod had good speed, but increased traffic flow too much. Overtaking someone became difficult because oncoming cars were extremely consistent - no gaps.
  • One mod had good traffic amount, but not much variance. Lots of traffic even at night.
Etc, etc...

This mod is not meant to be 'realistic' but more sensible. Overtaking should still be possible, but traffic numbers aren't being bumped up into the thousands (only 70% more than the vanilla base value). It is simply supposed to be more traffic than vanilla, without impacting the gameplay too heavily.

P.S. This mod simply changes the maximum amount, and frequency at which traffic spawns - it does not change where it spawns. Some roads will always be empty because they are designed like that in the vanilla game - it is not this mod causing that. Eg. Las Vegas' smaller side streets are rather empty for some reason, but its main roads will always be populated. Some sections of the freeways will also be more populated in some areas of the map, even at midnight and later.

Feedback and ratings welcome!


Exact changes:

I have listed these here if you don't like this traffic mod and want to try and create your own:

From inside the def.scs file in the main game directory

*** The way this mod works has drastically changed since the 1.29 patch. The way the game determines road traffic volume has been significantly changed and this mod was remade from scratch as the old edits no longer have any effect. ***

traffic_data.sii

max_vehicle_count: 50 -> 160
The total vehicle count can no longer be affected by hourly values. The max global was determined via the old 70% increase in 1.28 plus the highest multiplier factor. 50 (vanilla max vehicle count) * 1.7 (old increase in the 1.28 patch version of this mod) * 1.85 (old mod's highest multiplier at rush hours) = 157.25 (changed to 160 in the file)

Removed the 'mark out' before these parameters and changed:

ai_safety_modifier: 0.3 -> -0.15
AI will be less inclined to keep perfect spacing and will do manoeuvres quicker.

ai_patience_modifier: 0.0 -> -0.8
AI will be more eager to overtake slow drivers and will wait less for various actions such as flashing lights/honking/yielding.

ai_yield_max_speed: (18.0, 26.0) unchanged
ai_yield_wait_time: (20.0, 30.0) unchanged
ai_yield_timeout: (3.0, 5.0) unchanged

traffic_rules_spawn.sui (found in /def/world/ folder)

The variables changed are too numerous to list. However, in this version of the patch, spawn frequency has a greater effect than total vehicle count. Previously in the 1.28 patch version of this mod, total vehicle count had a greater effect on traffic volume than spawn frequency. The roles are seemingly reversed in this patch.
1 Comments
Seedy556 13 Sep, 2024 @ 6:30am 
love it