[ATS] Brutal Traffic V4.2 - Updated [8-Mar-2024]
Forum rules
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
Re: [ATS] Brutal Traffic - V1.9 - Updated [22-Oct-2021]
@brainiac No there are no settings for that, as well depends on your system specs the PC, GPU and CPU
Otherwise, all you can do is to lower or increase the AI vehicle's amount. Ofc less vehicles = More FPS.
You can always edit & tweak the traffic_rules_spawn.sui to your liking and see the "max" traffic amount your PC can handle it without loosing too much FPS.
Otherwise, all you can do is to lower or increase the AI vehicle's amount. Ofc less vehicles = More FPS.
You can always edit & tweak the traffic_rules_spawn.sui to your liking and see the "max" traffic amount your PC can handle it without loosing too much FPS.
Re: [ATS] Brutal Traffic - V1.9 - Updated [22-Oct-2021]
Ok, will try. Thank you.
Working on San Diego map, 2:5 scale: viewtopic.php?f=194&t=258124
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
Re: [ATS] Brutal Traffic - V2.0 - Updated [13-Nov-2021]
Mod updated to V2.0 For ATS 1.42.x see first post / page for details and download.
Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]
Mod updated to V2.1 For ATS 1.43.x see first post / page for details and download.
ETS2 Brutal Traffic Version:
Brutal Traffic - ETS
ETS2 Brutal Traffic Version:
Brutal Traffic - ETS
Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]
With little tweaks (g_traffic is 8), congestions are not often but not also too rare:
[ external image ]
Congestions on the streets are frequent. E.g. in SCS Los Angeles, I was waiting to pass crossroad 13 real minutes, twice.
Well done, Kass, the mod hardly can be better!
[ external image ]
Congestions on the streets are frequent. E.g. in SCS Los Angeles, I was waiting to pass crossroad 13 real minutes, twice.
Well done, Kass, the mod hardly can be better!
Working on San Diego map, 2:5 scale: viewtopic.php?f=194&t=258124
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]
Gridlock in LA, very accurate!
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- Posts: 1
- Joined: 22 May 2020 03:12
Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]
This mod is great Kass. I really like the spawn rate that this mod offers. Plenty of traffic. I am having an issue though. In Idaho Falls and in some spots of Wyoming I am missing traffic lights. This is the only mod I have running on this profile. Any ideas?
https://imgur.com/a/7DqybLa
I am also getting this error in my game.log. I don't know what it means if anything
00:05:21.369 : <ERROR> [semaphore_model] Model 'tr_sem_mdl.212x212_if' for semaphore with id 3 not found! Please use semaphore profile and/or fix the model name (/prefab/cross_idaho_falls/id_idaho_falls_cross.pmd)
https://imgur.com/a/7DqybLa
I am also getting this error in my game.log. I don't know what it means if anything
00:05:21.369 : <ERROR> [semaphore_model] Model 'tr_sem_mdl.212x212_if' for semaphore with id 3 not found! Please use semaphore profile and/or fix the model name (/prefab/cross_idaho_falls/id_idaho_falls_cross.pmd)
Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]
@KnightRider499 Missing traffic lights is not from or because Brutal Traffic mod, the mod only changes the semaphores timings. That is either map mod or another mod that changes traffic lights or even from SCS bug. Brutal traffic does not even have this folder: prefab
Try this when that happen again save and disable Brutal Traffic mod and then reload it and see if the traffic lights are there or not
Try this when that happen again save and disable Brutal Traffic mod and then reload it and see if the traffic lights are there or not
Re: [ATS] Brutal Traffic - V2.2 - Updated [1-Jan-2022]
Mod updated to V2.2 For ATS 1.43.x see first post / page for details and download.
ETS2 - Brutal Traffic Version:
Brutal Traffic - ETS
ETS2 - Brutal Traffic Version:
Brutal Traffic - ETS
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- Posts: 4750
- Joined: 26 Sep 2019 20:14
Re: [ATS] Brutal Traffic - V2.2 - Updated [1-Jan-2022]
Is there any way you can add more of a schedule to the traffic? Like no one on the road in the early morning (4 am) and tons of people at rush hour? I really like this script!
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