American Truck Simulator

American Truck Simulator

US Car Culture
187 Comments
Azuirele  [author] 7 Aug @ 11:21am 
@sunny76 My mod doesn't modify the general traffic speed, individual vehicle speed are modified but most of them have been increased.
sunny76 5 Aug @ 4:51am 
Are traffic speeds affected by the mod? It seems like the traffic is always slower then the speed limit.
Erbkaiser  [author] 31 Jul @ 12:35pm 
As you can read in the reply changelog or on the SCS forum, the RTD editions are replaced with a single RTD addon and you now use the normal packs.
Alaska Airlines 31 Jul @ 8:56am 
Where did Jazzycat's AI Traffic (RTD Edition) and Jazzycat's Classic Car (RTD Edition) go? No use for them anymore? I use Real Traffic Density - Cip.
dildo 30 Jul @ 7:57am 
Good mod
Azuirele  [author] 29 Jul @ 7:40pm 
@shimsham29 Can you extract my mod files on your side and check if the trailer spawn rate is only 0.2 maximum (they are inside <country> folder)? I applied the same spawn rate fix for them like the Ford SUV trailer, so if it works for this trailer, it should work for others as well.
shimsham29 29 Jul @ 7:40pm 
It's interesting you did the same thing here as you did for the Ford SUV but it isn't having the same effect as it did there. I've only seen the Ford SUV trailer once in I'd guess an hour of testing since you were able to adjust that.

Definitely don't make trying to adjust this a priority if you're short on time or have more important things in your life to do with your time. I'd feel pretty bad if you were spending time you don't really have right now on this instead of other things. I do hope you can eventually find a solution since seeing a lot of trailers is a bit of an immersion breaker yet it doesn't actually break the game nor the amazing mod so no rush on that.
shimsham29 29 Jul @ 7:35pm 
Did a test after the latest change and unfortunately, trailers still seem to be spawning at a pretty high clip. Unsubscribed and resubscribed both USCC and the Jazzycat add-on, and using RTD with its compatibility patch.

It took 13 real minutes of driving around Missouri on a mix of different roads for me to reach 30 counted trailers. Most of those were also still that Jazzycat concrete pump trailer I mentioned before, though none of the Ford SUV being towed after you worked on reducing that so that's a great positive. The one I saw the most after the concrete pump was the vanilla traffic UTV one.

I did another 20 minute or so run after that which took me from Nebraska into Iowa and it seemed to be a bit better (don't think I reached 30 trailers but wasn't counting that time to confirm) yet still too many but also more variety and not mainly the concrete pump.
Azuirele  [author] 29 Jul @ 7:30pm 
@Kenzo Pizzster mods are about truck/trailers only, which is unrelated to this mod. You can freely use them together.
Kenzo 29 Jul @ 7:22pm 
is this compatible with pizzster?
Azuirele  [author] 29 Jul @ 5:50pm 
P.s: That being said, I have released a temporary hot fix for all trailers' spawn rate in both Main mod and Jazzycat's AI Traffic add-on, because it seem to be quite a serious issue, and I don't want any of those that affects my mod users experience being left for unfixed for too long (I also use mod, so I know that frustration lol). This temporary fix is based on the fix I did with Ford Limited trailer from Jazzycat, while I can't be confident that it will completely "fix" this issue + I don't have time to do some actual testing at the moment. I hope this will tone down the overflow of trailer spawning in traffic. Further feedback from anyone using my mod would be great.
shimsham29 29 Jul @ 11:14am 
Thank you for the update as it seems that SUV trailer issue is "fixed", showing once again why this is the best mod and why you're the best creator.

Unfortunately, it now seems another jazzycat trailer has kind of taken its place as spawning in too often, and that is one where the vehicles are towing what looks like some type of portable concrete pump device. I was testing this new update out for around 20-25 minutes and saw a bunch of them, I'd guess closing in on 10.

I also stand by my previous comment that trailers in general just spawn in too often for passenger vehicles to match real life rates. In my 20-25 minutes, I saw 2 or 3 boats being towed, 2 mini excavators, a few horse/livestock trailers, 3 or 4 UTVs for base game vehicles, and a few others. I'd say the overall trailer rate should be at least 50% of what it is now, perhaps even less.

I'll add I was either in Nebraska or Missouri, if that is factoring into the excess amount of trailers.

Everything else is amazing.
Azuirele  [author] 29 Jul @ 7:16am 
A mini update has been published, which includes fixes for newly reported bugs and changes from some recent feedback/suggestions.

Full changelog is available here [forum.scssoft.com].
shimsham29 27 Jul @ 4:47pm 
Just want to add that when I say it isn't realistic at all to see a SUV being towed like that, I'm not implying you're to blame as I know it's a Jazzycat thing that shouldn't even be in his pack. It's a lot like the Canadian news cargo vans in that pack that you were thankfully able to hide from showing since those were so annoying. Jazzycat should really clean up his pack and get rid of some of the silly stuff.

And as an example of how frequent this trailer was spawning in for me, I was behind two pickups beside each other hauling this while stopped at a light. Other times I saw them almost back to back on the highway and multiple examples on the same off-ramp that had backed up traffic. I had to have seen this trailer at least 20-30 times in an hour or so of playing.
shimsham29 27 Jul @ 4:28pm 
Thanks for the update.

I'm noticing a pretty immersion breaking issue with this latest update when it comes to a specific trailer, the one that is hauling a white Ford SUV, which I think is an Explorer Limited. I'm seeing this everywhere as it is being hauled by pickups or small sized SUVs. I even saw them side by side at a stop light.
From what I can see, it's a Jazzycat trailer but I never saw this issue before this most recent USCC update.

Trailers/stuff being towed by pickups and other small vehicles in general also seem too frequent now compared to before. It's now rare for me to go 30 seconds in game without seeing a passenger vehicle towing something.

I hope this is something you are able to fix/teak because as it stands right now, I'd rather go back to the previous version since this is very distracting. If possible, you should just make that SUV trailer never spawn because it's not realistic at all, especially when it's a compact SUV towing a larger suv on the flatbed.
vcsigda 27 Jul @ 9:55am 
I unsubscribed and resubscribed and things are working again
Azuirele  [author] 27 Jul @ 4:16am 
@vcsigda Hello, please remove the discontinued RTD Edition, it is outdated. Then subscribe the Vanilla one, my main mod, and download the RTD compatibility from my SCS Forum post. Load it according:
- USCC - RTD Compatibility Patch
- USCC - Jazzycat AI Traffic addon
- US Car Culture.

The vehicles shows up totally fine for me, I don't publish a broken mod without having it tested properly first. Cheer :steamhappy:
vcsigda 26 Jul @ 11:56pm 
Hi, I had to remove car culture and related mods. Jazzycat traffic no longer shows up with discontinued RTD compatibility mods or the new single one for RTD compatibility, using 1.54

I have Jazzycat traffic without this mod, cheers
Azuirele  [author] 26 Jul @ 8:50pm 
Hello again, the mod has been updated. A few add-ons have been discontinued and have been replaced by a new one that is available on my SCS Forum. Besides that, this update also continues the rest of model spawn rate overhaul, adds new AI variants to traffic, with other changes/fixes.

Full change is available here [forum.scssoft.com]. I also recommend reading it and redownloading the new add-on if you are using those that have been discontinued.
Azuirele  [author] 19 Jul @ 11:58pm 
@Rosetta Stoned, I suggest double-checking again, you can extract your mod to check if any mod has those folder directories. "oregon_pass.font" is not the name of Oregon font from vanilla game, so it's definitely one of your mods that is causing that.
Rosetta Stoned 19 Jul @ 11:49pm 
@Azuirele interesting, I don't have any other mods that affect license plates apart from this mod and Reforma. Removing them doesn't help at all
Azuirele  [author] 19 Jul @ 11:11pm 
@Rosetta Stoned, License plate from my mod doesn't modify font texture, that is from another mod.
Rosetta Stoned 19 Jul @ 10:32pm 
I'm getting a massive amount of errors with this mod pertaining to license plates. They constantly appear while the game is running, to the point it heavily impacts performance. The errors are:

<ERROR> [font parse] can't open /font/license_plate/oregon_pass.font

and

<ERROR> [fs] Failed to open file '/font/license_plate/oregon_pass.font' in the read_only mode.
soverign578 18 Jul @ 1:10pm 
I really like the license plate expansion. I look forward to it being supported in more states.
Azuirele  [author] 18 Jul @ 6:42am 
@shimsham29 Thanks a lot, there are many feedback that is helpful and provides information I never knew of, so I always try to implement it as fast as I can if it means that the mod can become more realistic. Still, many suggestions are on hold at the moment, either due to my inexperience or because I'm unable to fit them into my update schedule for the time being. I will try to sort out these as this mod goes on.
shimsham29 17 Jul @ 6:34am 
About to play after reading these changes and wow, thank you once again for everything you do with the best overall mod for ATS. An extra thanks for getting rid of the Canadian TV network/company vans as I just left a message for Jazzycat last night asking him/her to get rid of those. Will be nice not seeing those vans for immersion reasons along with the fact CTV and especially CBC (CBC is the government funded propaganda network here in Canada) are garbage.

Aside from the incredibly detailed work you do, one of the best things about you is how you listen to feedback and quickly change things if someone brings up a suggestion or issue. Most mod creators do not which makes their mods suffer a bit since no mod is perfect, though USCC is getting close.
Azuirele  [author] 17 Jul @ 12:04am 
Hello again, v2.3 of the mod is now available, which will start another rework targeting each vehicle model and its related content. This rework will last 2 versions, which aim to make the spawn rate for vehicles in my mod more accurate, beside body style and brands' market share. Other small changes, plus a new mini-feature, are also included in this update. As usual, if you want to read the full changelog, it is available here:
https://forum.scssoft.com/viewtopic.php?p=2049833#p2049833
Azuirele  [author] 15 Jul @ 11:56am 
@Tokyo Morose, If you are talking about performance variant of a modern model (or general Muscle/Sport class), then yes, they accelerate much faster. But most, if not nearly all of these variants, are rare in general, some of them are only available in Europe as well. And at the moment, we only have the Raptor in-game as the only one that falls into this category.

If we are talking about raw variant (base trim level), then there is indeed an improvement toward engine power, but only much more significant toward vehicles that are basically classified as "vintage" now. When I say old vehicle, I mean those between 2000 and 2010, and for the past 20 years, many models have remained using a similar engine layout but from different manufacturers, while their weight has always increased over the years.

On the other hand, what newer gen model has improved the most is their safety level (better chassis support, better brake behavior, etc), and their exterior/interior quality.
Tokyo Morose 15 Jul @ 11:20am 
I'm curious, why would modern cars be implemented as accelerating slower?

Sure, they're heavier - but growth in engine power, additional transmission gearing, and brake size has massively outpaced the growth in weight.

The car I have is 4640lbs / 2101kg dry, a three-row minivan larping as a crossover, but will still do 0-60 MPH in 6 seconds flat. This is faster than non-special model Corvettes up until C5 (in 1997 - and the speeds are still only slightly slower!), for example.
Azuirele  [author] 14 Jul @ 2:32am 
@FunGaming44 Steam usually hides it for a few hours after I update. I have no idea why, and I can't do anything either. Just wait till it's shown publicly again.
FunGaming44 14 Jul @ 2:28am 
sound fixes compatibility patch is hidden in the workshop so people cant install it friend
🐅 Red Tiger 🐅 12 Jul @ 2:43am 
Great mod! :104:
Azuirele  [author] 5 Jul @ 4:09pm 
@senyor Пожалуйста, рад, что вам понравилось.
шкебоб 5 Jul @ 12:06pm 
хороший мод,спасибо
Azuirele  [author] 5 Jul @ 7:09am 
@The Bunk, It is compatible with my main mod; this mod only focuses on non-commercial vehicles and doesn't change anything related to traffic density. Are you using RTD Edition of my add-ons, because there would be some conflict.
The Bunk 5 Jul @ 6:53am 
Is this mod compatible with https://www.facebook.com/improved.trains/? It seems that only short trains spawn whenever I run it with US Car Culture.
Azuirele  [author] 3 Jul @ 1:34am 
Additional news from my mod:
1. In case you haven't noticed, I have uploaded a silent update for Main mod and Jazzycat's AI Traffic pack add-on that adjusts vehicle storage to adapt to the new change in v2.2. Since I didn't change the version number, you can resubscribe to make sure the Workshop includes the latest change.

2. US Car Culture - Sound Fixes Compatibility patch has been updated to be compatible with both mod latest version. You can now re-enable it in-game. Make sure to read my message there for important information.

3. RTD Edition of add-ons has also been updated to be compatible with v1.55 and include content from US Car Culture v2.2. You can now use the Steam version instead of the method I mentioned on my post in SCS Forum.

Have a nice day :steamhappy:
Azuirele  [author] 2 Jul @ 6:54am 
Hello everyone, v2.2 of the mod is now available, which includes compatibility update for v1.55, AI vehicle added, license plate expansion, etc. Due to the changelog is too long for Steam, I only post a summary here. If you want to read the full changelog, it is available on my post in SCS Forum as usual

https://forum.scssoft.com/viewtopic.php?p=2046491#p2046491

Thank you and have a nice week :steamhappy:

P.s: I can't upload this update to the RTD Edition for add-ons, due to SCS Uploader refusing to use reference from older version, despite it still working. If you want to know how to add the new content into your current one, read my full post as well
Azuirele  [author] 26 Jun @ 3:17pm 
@Hoang Sean Yeah, it is incompatible with my mod by default, and any other similar one as well. Place it below my mod, and that mod basically useless. Place it above mine, then it will cause errors in your game, and AI vehicles won't spawn.

If you are familiar with editing .sui files, then you can include the color from their <vehicle>.sui into my <vehicle>.sui. This can help you play with their realistic coloring for the time being, until I implement my own color profile.
Hoang Sean 26 Jun @ 2:59pm 
Ah, I was using something that work with Jazzycat mods, but I guess that would also means your mods going to be useless if I put it in huh. I going to remove it later then.
Azuirele  [author] 26 Jun @ 2:53pm 
@Hoang Sean, If you place any color mod above USCC then it will cause errors, and vehicle won't spawn. I listed realistic coloring mod as incompatible for a reason. You need to manually add the files from those mod and link them to every sub-variant from <vehicle>.sui in my mod
Hoang Sean 26 Jun @ 2:50pm 
Ah I see, I guess I will use a colour mod on top of USCC then.
Azuirele  [author] 26 Jun @ 2:41pm 
@Hoang Sean, Yeah, pretty much. Main mod and grlk3512's ETS2 Pack already have completed color profiles for every AI vehicle. However, nearly every AI vehicle from other add-ons is currently using a temporary color profile that was added in v2.0 until I can implement a complete one for them
Hoang Sean 26 Jun @ 2:34pm 
So are colour under WIP, cause I see a lot of cars show up yellow for me.
Azuirele  [author] 24 Jun @ 8:37pm 
I think I will stick with this one for a really long time. Because I'm not aware of any similar mod for ATS, and I'm also learning and trying to implement other features into my mod, not just modification around game files anymore, but actually adding stuff that isn't in the base game.

On the other hand, you can try what @toptrucker10 suggested. My mod is made universal, so you could pair it with any realistic traffic/traffic density mod you could think of, even the less popular ones that I didn't include in my compatibility status thread. This way, you can find your most suitable traffic amount while having my mod always compatible. Just make sure to load mine above for all the features to work properly.

Have a nice day! :steamhappy:
Azuirele  [author] 24 Jun @ 8:36pm 
@shimsham29 Oh, hello again lol. I think I have seen you comment since v1.2 of my mod or so, and I'm glad to see you are still using my mod. Great suggestion from you, I will definitely take some time looking into vehicle flare and bring them into my mod as one of the features, since my mod is incompatible with Better Flare from Avelium.

Though I'm happy to see you looking forward to my possible work with traffic density, I don't think I will make one, honestly. The workshop alone is already full of different traffic density/realistic traffic mods, and another one is just too much, considering there isn't anything new I could add to it. You might not believe it, but most of those traffic mods have already reached their potential. Not much from the game files can be used to improve them further.
toptrucker10 24 Jun @ 2:00pm 
@shimsham29 , have you tried Sensible Traffic? It seems to get the right amount of density, as well as making traffic merge sooner and making them overall better.
shimsham29 24 Jun @ 7:00am 
I also think a traffic density mod (again, if you ever got bored) by you would be incredible if it had the same attention to detail you have shown here. RTD is nice but has too many vehicles a lot of the time as well as too many of specific types like semis. More Realistic Traffic is a solid mod that fixes certain things of RTD but it has too little overall traffic most of the time. I bet you could make the perfect density mod given your amazing work with Car Culture.
shimsham29 24 Jun @ 7:00am 
First off, thanks for posting the add-ons here as it will be nice having everything auto update.

I've said it before and will say it again: this is a fantastic mod, and one of the few I consider so essential that it should be included in the game by SCS. The work and attention to detail you've done here is truly awesome stuff. Thank you.

I was thinking that if you ever get bored (ha!) after you finish adding the license plates in the dlc states, or simply want a change of pace that it'd be cool if you tweaked the flares on traffic like how Avelium has done in his traffic add-on for his Better Flares mod, along with the Jazzycat traffic pack better flares add-on Friendlyfirephoenix did to compliment that mod.