That's quite a list there, I can do some of it but not all of it for my next update. The one that sticks out the most for me is traffic on very narrow roads. I wanna start working on that soon. Hmm, I wonder if reducing the AI aggression will make it nicer on turns. Alright, I'll make it toggleable. I'm still a noob at AngularJS, so I might struggle with it, lol. I'll think about that. The current problem with fleeing or racing AI cars at the moment is that they can't overtake other traffic properly, only brake or crash behind it. The fault lies in the game's lack of lane commands (only on or off, and like I said before, traffic only drives in the rightmost lane possible). Looking forward for this to change. Gonna get back to work on this already. I have some awesome ideas.
Right. That's awesome. I do have to wonder why it takes to long for the AI to register a lane change. If that could be nearly instant, that would probably make it possible. Simple but I guess temporary until that update comes out. Tbh, just glad I'm not the only one obsessed with AI.
I am enjoying this Traffic Tool so much! This is seriously one of the greatest and most innovative mods to come to BeamNG.
Let me just throw a voltage offset on my CPU so it doesn't freakin' melt, fail at finding a download link, and then crash repeatedly in a much slower car. Too lazy to look up the previous discussion, so can this be done with So-Cal Interstate?
Yup, it should work! But traffic in the released version of the app stays on the rightmost lane. I might post the file that allows for more lanes; after work tomorrow.
So far everything looks very organic.I figured the faster you go the more obvious I would see spawn placement patterns but the randomness is looking really good.
The random noises in cockpit view were freaking me out before I read this thread. They make it sound like you're carrying a fidgety child with ADHD in your car, lol...
This is amazing, I've been dreaming of something like this since the game first relased. This should totally be in the base game, it makes it so much more fun to just drive arounnd. AI on narrow roads needs a bit of work as they often just ram into each other head on, but apart from that it works pretty much perfectly. I've also noticed that if vehicles have a secondary colour then it never changes, which can result in some weird combinations when the primary colour is randomised. Ideally the seconadry colour should change to match the primary colour. I've also seen vehciles spawning with chunks missing from their tyres and bumpers after a while, seem like damage isn't always visually repaired properly when a vehcile respawns. These are minor complaints though, thanks for this amazing mod!
That is a sound bug where handbrake sounds from other cars can be heard in the player-driven car. The developers are currently addressing this issue and hopefully it'll be fixed.
Working on AI awareness logic now. I'm removing the old method (which was crap to be honest) and doing a new method that includes road nodes. Plus, I'm studying a lot of math today. Gotta jog my brain! Check out my issues list here: https://github.com/Gamergull/beamng-traffic/issues/1
I'm really curious what the difference in AI methods were. Also, just a random thought; Is it possible to add speed to a respawned vehicle? Atleast with vehicles with more weight, when going fast, you often see them stopped in the middle of the road as they gain speed. I've seen this happen before with F7, but It's rare and I can't tell what causes it.
Vehicles will respawn with their old speed if their previous rotation value was unchanged. See this thread: https://www.beamng.com/threads/set-the-speed-without-acceleration.55418/ . Because road nodes vary in rotation, traffic vehicles get their speed reset. I've tried it without rotating the vehicles upon spawning them, and it got ugly real fast (sideways cars insta-ramming into walls).