[ATS] Brutal Traffic V4.2 - Updated [8-Mar-2024]

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Kass
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Re: [ATS] Brutal Traffic - V1.9 - Updated [22-Oct-2021]

#31 Post by Kass » 24 Oct 2021 09:00

@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.
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brainiac
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Re: [ATS] Brutal Traffic - V1.9 - Updated [22-Oct-2021]

#32 Post by brainiac » 24 Oct 2021 19:41

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)
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Kass
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Re: [ATS] Brutal Traffic - V2.0 - Updated [13-Nov-2021]

#33 Post by Kass » 13 Nov 2021 11:53

Mod updated to V2.0 For ATS 1.42.x see first post / page for details and download.
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Kass
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Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]

#34 Post by Kass » 13 Dec 2021 10:42

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
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brainiac
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Location: Belgrade

Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]

#35 Post by brainiac » 18 Dec 2021 13:53

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!
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)
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Laqueesha
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Joined: 19 Nov 2016 10:00

Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]

#36 Post by Laqueesha » 24 Dec 2021 21:15

Gridlock in LA, very accurate!
KnightRider499
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Joined: 22 May 2020 03:12

Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]

#37 Post by KnightRider499 » 26 Dec 2021 01:31

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)
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Kass
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Re: [ATS] Brutal Traffic - V2.1 - Updated [13-Dec-2021]

#38 Post by Kass » 26 Dec 2021 14:24

@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 ;)
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Kass
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Re: [ATS] Brutal Traffic - V2.2 - Updated [1-Jan-2022]

#39 Post by Kass » 01 Jan 2022 10:29

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
Optional Features
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Joined: 26 Sep 2019 20:14

Re: [ATS] Brutal Traffic - V2.2 - Updated [1-Jan-2022]

#40 Post by Optional Features » 10 Jan 2022 06:06

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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