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Free roaming traffic! Yay, I did it!
I put a few more hours into this, and now an update is queued on the repo. Yay!
I have a suggestion: A night mode. I tried to change the time normally but the little icon isn't there. Also, perhaps you could add another sedan, like a Sunburst or a LeGran. Great mod btw!
This is awesome. Works great, runs smooth for me. I get 45ish no lag spikes. Nice work. Driving down the road in a plow T-series is so satisfying
Night mode is coming soon, but not in any scenarios. I made great progress in my traffic app, so you'll be able to set things up your way! Not sure when the release date will be.
y o s
You can turn off competitive scenario conditions to be able to edit that
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Does anyone know how to edit the files so that it doesn't fail you when you crash? I've been driving around in the MAN TGS and it fails me when I get a dent or roll over and land on my tires
An update for that should be coming out today. I disabled the old fail method, so it will be better all around.
Does anyone know how to edit the files so that it doesn't fail you when you crash? I
I did drive with Intelligent traffic beta version, there was small hiccups, but nothing too bad:
Beginning especially is showing how developers need to fix that bug where handbrakes of other cars play on your car, it is quite concert.
I was thinking that as K-series is heavy on LUA code, it might be interesting to test with that replaced with some older car and see what it does to hiccups/fps.
Tons of fun driving like IRL and slightly faster too
Youtube likes to process ages again, video will be up when it has done that.
Nice driving, and good idea! I recall getting a few hiccups when I added the K-Series to my Running Late Again scenario.
My traffic app might be coming out later this week! I got it mostly functional. I still want to add some more spawn point logic that was in my head all day yesterday.
Thanks, that app will be really interesting to play with!
Some more stupid ideas, which you can feel free to ignore if them are too stupid, just something that popped into my mind when playing this scenario.
What if you place dummy in a car, randomly in some car that is in traffic, then you are a cop and you have to find that car and take it out, thing is there would be markers, so you have to eyeball and search for it.
Also got another idea, what if UI app would give you licence plate and color of car, sometimes maybe some general information about if it is sedan etc. but no exact details, that is how cops need to search for car too, then you need to find it and take it out.
There could be even 10 'cases' (can be lot less too) in a row and more cases, more you have to be careful not to wreck your car.
Sorry for posting again stupid ideas, but hopefully at least they give some bright ideas
I'm getting so hyped just by reading this omg
This is a historic moment in the BeamNG modding community. Let us forever remember the day that a humble gamergull from Edmonton revolutionized the way we play BeamNG
Ikr this guy is amazing wow
Please stand and remove your cover in respect to this moment.
Wait...I have an idea...why not use a map that has train tracks, make traffic driving every where AND make a train run around the map.
Yes sir, it does work with air vehicles, just fine thank you. Obviously with the higher vantage point you can see the cars spawn in the distance. It's quite fun with the armed version of the Super Gnat (which unfortunately is nowhere to be found).
If you’re desperate, it’s on the Russian sites, but those are old crappy versions
Ok, just spent some time with this scenario and had some thoughts on this and a possible traffic app:
In all seriousness, live traffic is an very important step, (long overdue) for Beam NG Drive. It seems to me that many early access games have done a great job optimizing their games so that people can keep using their hardware for a long time. Believe me, I appreciate those efforts! But every once in a while, something big needs to happen to keep the game moving along. Even if it means having to "up" the game's basic system requirements. In my opinion, If what is being offered is good enough, it will motivate people to upgrade systems. The Italy map was the point for me that finally motivated me to get a new computer system. Ironically, that is also when I noticed your scenarios. I would not have been able to run these scenarios without a new system.
Beam NG developers would benefit in securing your services, in some fashion, ASAP. Whether you are a "beginner" at coding or not, you have done a lot of leg work here. They can immediately use this to increase the value of their base product. They can also benefit from developing their own internal AI system by you being to point out any things that limit possible features. The possibilities are endless.
Although these scenarios and the traffic app (yay!) are still in development, I look forward to your work tweaking the AI. I don't know if all my thoughts are yet feasible or possible, but the following would be cool to implement (if not already done):
-Different roads have different speed limits for AI (slower limit on dirt and secondary roads, higher on main roads)
- Some variability in "set speeds" on spawning cars (some cars willing to go a bit faster than the speed limit, most near the speed limit, and a few dolts going significantly above or below the limit for a given road).
-The use of all the stock vehicles for variety. Not sure if semi trucks spawned with trailers is possible, but how cool would that be?
-The "stupid" AI moves, don't actually bother me that much because increasingly real traffic is pretty much like that.
-Not sure if it's possible for AI to recognize intersections where they should stop before proceeding, but would be a cool immersion detail if it can be done. (I don't think having them make good decisions when crossing intersections is that important, because that just adds some drama to the driving).
-I've mentioned this before, but whenever West Coast can support live traffic, seeing if AI can be made to recognize and respond to red and green traffic lights.
Keep on keeping on. This is awesome!
Thanks for the lengthy insight!
This is partly implemented in my tests, roads with lower "drivability" have somewhat lower speed limits (the speed limit literally gets multiplied by the drivability value).
Good idea. I was afraid of doing this before because I knew how much the AI likes to play bumper cars. AI awareness is the answer, but I still wanna improve it.
That idea is epic! You got me excited. I'll try that.
Intersections are pretty difficult. I used trigger objects in my Running Late scenarios, but they merely reduced the speed limit in intersections to try to prevent nasty crashes. Doing this automatically with additional intersection logic is gonna be a real challenge. As for traffic lights, I couldn't access their data with Lua. However, if all the traffic light durations on the map are the same, then I might be able to sync a variable in onPreRender to give the illusion that the AI knows what light it is. I'll have to manually check the intersections anyways.