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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.
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.
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.
Full changelog is available here [forum.scssoft.com].
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.
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.
- 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
I have Jazzycat traffic without this mod, cheers
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.
<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.
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.
https://forum.scssoft.com/viewtopic.php?p=2049833#p2049833
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.
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.
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
https://forum.scssoft.com/viewtopic.php?p=2046491#p2046491
Thank you and have a nice week
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
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.
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!
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.
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.