I'm a little confused. I understand that I can create custom traffic packs and they will work like traffic spawned from the radial menu? (Yes, the behavior of traffic from the corresponding UI application and the radial menu is different)
You put it in the mods folder like you should with all mods https://documentation.beamng.com/tutorials/mods/installing-mods/#manual-installation
For some reason, all vehicles are painted white, and just sit there without moving. Have tried deleting all AI & respawning a few times. Also, the pack halves my FPS vs vanilla simplified vehicles, instead of gaining more as per the description. Not sure if its related to the first bug I have? On a powerful laptop (R7 5800HS+RTX3060M) I've tried clearing cache etc.
Slightly forgot to post progress here for a while since it was all just singular additions every now and then but it's built up since the last time so I've got some substantial stuff to show off now. Current focus is still the Japanese pack and modelling stuff there has been going smoothly, crossed the half way point in terms of content I want to get done for a first release (though admittedly the list is just a vague idea in my head) and hopefully should be ready for a release in a few months time. Finally starting to feel like actual traffic instead of the same few cars going past now (not ever last config but should cover the all the notable versions of things excluding skins) Also had some progress on the traffic tool side. Thanks to some more work by @Car_Killer the spawning system has been changed a bit to be notably better on ram usage, allowing even more cars to be stuffed into the pooled count than you previously could before things started to slow down. This also should fix the issue with plates having weird inverted shadows sometimes when you spawn lots of vehicles at once. While at it he's also allowed for individual setting of population values in a specific group which means I can start experimenting more with rarer vehicles for regional groups and such, though I haven't started making use of it for now. There's some more things I want to try and implement for the next big update including controls for the age of vehicles spawned and adding all the AI fine tuning from the stock traffic tool I forgot to add so stay tuned for more news there
Hi I downloaded the mod and installed it following the manual, I'm sure I did everything correctly. But when i press "[" nothing happens, any idea to fix ?
Wow, the progress on the JDM pack looks fantastic! I do wonder, will vehicles that are available under different brands include said rebadges? Like, with the Nissan AD, will it also have the Mazda Familia Van and Mitsubishi Lancer Cargo versions? Or will the Suzuki Alto have the Mazda Carol version? Or the Mazda, Mitsubishi, and Nissan counterparts to the Suzuki Carry?
You edited the main post. Should I re-download the content or are these text changes in the first post? Please indicate the update date, it is VERY convenient, many people forget about it.
Is there a way to spawn cars from multiple and/or all groups/packs at once? If not, that's my biggest suggestion (I'm at school and only have my MacBook with me, so I can't check myself for a while).
Hey agent, are you planning on adding large vehicles (like buses and trucks) and taxis to the EU and the upcoming JDM traffic vehicles; like the Yakuza traffic? Honestly it would make traffic feel more realistic because you have a variety of vehicle types on the roads, and irl roads aren't filled with hatchback and sedans lol. Btw the JDM traffic looks amazing so far. As an Asian, I can see myself using that traffic a lot, coz i see all those cars on a daily basis (except those are LHD)
Yeah but they're not priority atm, I'm not sure how well the AI can drive them and large amounts of them I can easily see clogging up roads pretty quick. The japanese pack will probably get that sort of thing first as I'm working to make the range of cars much more accurate there since it's all modelled from scratch and I already have all the bus and truck and machinery etc references and scans I could ever need for it, but the current plan is to get the first version done and released before I start messing about with the more experimental stuff like that.