[REL] Minor Urban Overhaul (12/01/2023)

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RevanFan
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#751 Post by RevanFan » 23 Nov 2022 12:07

Quaristice wrote: 23 Nov 2022 07:03 I did have framerate issues which were solved by lowering the SSAO to low (from high), but those FPS issues started for me with whatever game update brought SSAO into the game, not 1.46
I let Nvidia Control Panel handle AA in the Truck Sim games. Does a better job I think.
wcwood92
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#752 Post by wcwood92 » 23 Nov 2022 21:18

@RevanFan what are your specs and what do you set your AA to in Nvidia control panel?
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RevanFan
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#753 Post by RevanFan » 23 Nov 2022 21:21

wcwood92 wrote: 23 Nov 2022 21:18 @RevanFan what are your specs and what do you set your AA to in Nvidia control panel?
I pretty much max out the AA values, and make sure the in-game ones are all off. Doesn't stop the occasional FPS drop, but it looks better than the game's normal AA.

I am on a laptop with a shaved down RTX 3070 and an 11th gen Intel i7.
Optional Features
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#754 Post by Optional Features » 23 Nov 2022 23:08

Quaristice wrote: 22 Nov 2022 06:34 In the def/traffic_data.sii file the following parameters are edited:

"max_vehicle_count" - This is the maximum number of cars allowed to spawn in the game under any circumstance. The vanilla number is 50, I set it to 10000 to basically get rid of the limit, I doubt the game ever comes even close to spawning that amount of vehicles.

"spawn_distance" - There's spawn_distance_min, spawn_distance_forward and spawn_distance_backward. Each represents in meters the minimum distance AI traffic is allowed to spawn from you. Min is for roads that are out of sight, forward is for road nodes in front of you, backward is for road nodes behind you. Small values for the forward value causes traffic to "pop-in" a lot, bigger values for any of them causes the effect of sometimes you ending up alone while there's cars everywhere in the distance.

"ai_speed_coef" - There's ai_speed_coef_preferred, ai_speed_coef_sunlight and ai_speed_coef_wetness. This controls the speed the AI cars go in percentage of the set speed limit. So if you set it as, say, (0.9, 1.2), the traffic speed will vary between 10% under the speed limit to 20% over. I don't know the difference between "preferred" and "sunlight" so I set them as the same, "wetness" is obviously the speed values for the AI under rainy conditions.


Now for the def/world/traffic_data_spawn.sui file, this is the file that controls spawn rules for each type of road:

Every traffic_rule_data has a series of blocks of three parameters, they represent the density of AI spawning for certains hours of the day. So, for example, if you have this:

num_params[]: 5.0 # 5:00
num_params[]: 0.05 # frequency
num_params[]: 15 # count limit

num_params[]: 7.0 # 7:00
num_params[]: 0.2 # frequency
num_params[]: 300 # count limit

num_params[]: 17.0 # 17:00
num_params[]: 0.2 # frequency
num_params[]: 300 # count limit

num_params[]: 0.0 # 00:00
num_params[]: 0.05 # frequency
num_params[]: 15 # count limit

The first parameter is the hour of the day for the other two parameters.
The second parameter is the spawn density value, think of it as equivalent to using the g_traffic console command.
The third parameter is the maximum number of vehicles allowed to spawn in this type of road at the following hour.

What the games does this is that at 5AM the spawn frequency will be set to 0.05. Gradually, the spawn frequency will increase with time until it reaches 0.2 at 7AM. Then, it will stay at 0.2 until 5PM, when it will gradually decrease to 0.05 until it's midnight, and after that stay at 0.05 until 5AM, continuing the cycle. The same will also be applied to the car count limit, which takes priority over the 10000 limit set on the other file.

Spawn density definitions that are the most important are:

"Spawn density car low" - AI spawn settings for small roads outside of any traffic area that changes spawn settings. Ranges between 0.03 and 0.02 spawn density depending on time. Should spawn 0-3 cars on the way you're going and make an oncoming car pass by every 10 seconds or so.

"Spawn density car high" - AI spawn settings for bigger roads outside of any traffic area that changes spawn settings (basically anything wider than a two lane road). Should spawn 2-10 cars on the way you're going and occasionally have a few cars passing by on the oncoming lanes.

"Spawn density car urban" - AI spawn settings for roads inside a "City" traffic area. I use these areas for regions surrounding large towns and cities, including highways near or in them. Large cities have these areas in urban roads inside of the city, but not in their highways. With a density setting of 2.0 from 6AM to 8PM, decreasing to 0.2 from midnight to 5AM, this usually spawns 20 cars or so on the way you're going and small bursts of traffic on the oncoming lanes. While stoplights can handle this amount of traffic well, some crossings with only stop signs that end up inside of city traffic areas can become very congested and even impossible to cross without resetting traffic, I try to tweak those when I find them.

"Spawn density car urban high density" - AI spawn settings for roads inside a "Large City" traffic area. With an extreme spawn frequency setting of 400.0 during daytime hours and ranging between 0.5 and 0.2 in the late nights, these are the settings reserved for controlled-access highways inside major metropolitan areas, these are the ones that are shown in the map in the OP. Highways cutting through large cities and heavily-trafficked corridors like Los Angeles - San Diego, Phoenix - Tucson, Provo - SLC - Ogden, most of the Texas Triangle, etc, are inside of these traffic areas. These settings aim to continuously spawn cars on said road stretches and will immediately gridlock any local road that ends up inside said area, which is why I have to edit them all manually in the map editor to cover only highways.


A small note that these settings are for car spawns. Truck spawns have their own settings, which are set much lower than car spawns, especially in the city traffic areas as truck spawns should be way more common in rural areas than in urban areas.
An excellent explanation: thank you!
wcwood92
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#755 Post by wcwood92 » 24 Nov 2022 05:09

@RevanFan I might give that a try, thanks
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RevanFan
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#756 Post by RevanFan » 28 Nov 2022 03:11

Reforma has been updated. Links are on their Discord. Not sure about the main site yet. So this mod will need new patches for it.
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defeoac
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#757 Post by defeoac » 28 Nov 2022 05:54

@RevanFan All the patches for Reforma, Minor/Lite Urban Overhaul, and the LA Ferry have been updated.
Sometimes my genius is... it's almost frightening.
Minor Urban Overhaul and Reforma Map/Sierra Nevada/PaZzMod patches: viewtopic.php?p=1530452#p1530452
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RevanFan
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#758 Post by RevanFan » 28 Nov 2022 06:40

defeoac wrote: 28 Nov 2022 05:54 @RevanFan All the patches for Reforma, Minor/Lite Urban Overhaul, and the LA Ferry have been updated.
Does that include the MUO/Reforma patch? That was shows it was updated on 11/22/2022. That was is needed along with the MUO/Reforma/LA Ferry patch, right?
wcwood92
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#759 Post by wcwood92 » 28 Nov 2022 11:37

@defeoac THANK YOU!!
HubertGT
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#760 Post by HubertGT » 29 Nov 2022 16:41

Calibuddy99 wrote: 20 Nov 2022 16:15 @HubertGT What specs do you have?
RTX 2070S, Ryzen 7 5700X, 16GB RAM
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