
you could consider also increasing g_traffic value, however this command will multiply all numbers and create therefore even smaller differences between day/night of between different type of roads. FPS is also very much affected with g_traffic
Why my Real Traffic Density mod is better than other traffic mods?
Because my mod uses rational spawn numbers according to the game’s limits checked personally in hours of testing; the numbers used at rush hours are +/- the maximum that the game can handle. The density follows real graphic charts the whole day long with peak at rush hours and reduced at night, according also to the type of the road, size of the cities, etc. Correct spawn numbers also offer a correct spawn ratio cars vs trucks vs other types of vehicles, again according to real life
Why my Real Traffic Density mod is an unique traffic mod?
it’s the only traffic mod which added motorcycles, sport and classic cars as separate type of vehicles (available of course if you use these packs). These vehicles will therefore spawn following their rules, regardless the numbers of packs used.
My traffic mod is also the only mod which brings a separate speed class for emergency vehicles and also for motorcycles and sport cars, which will drive with increased speed wherever possible (speed limit is not given by road signs). Other Ai can also break the speed limit at random basis with a certain value, up to 35% of the speed limit. Ai cannot drive faster than their limit set in their files, therefore this rule won’t really apply to trucks but rather for cars which keeps things very realistic
it’s the only traffic mod which managed to keep low traffic and minimal issues on merging to motorways at very good density overal
Other characteristics of my Real Traffic Density mod
– Speed limits for existent Ai vehicles is not affected, my mod only changes speed limits for emergency, motorcycles and sport cars
– Semaphore cycle was improved to match with increased traffic density (yellow duration after green is also increased you don’t need an additional mod for this) from 1.38 1×2 and 2×1 roads have longer green for 2 lanes roads vs the one lane road within the same crossroad
– Slow vehicles can be seen with low density in traffic only in roads with 1×1 lanes and with higher density on country roads
– Classic cars and motorcycles can also be seen on country roads with low density and reduced speed
– Ai can overtake on simple continuous line on 1×1 roads
Compatibility:
– Vanilla map and all map DLCs
– MHA Pro Map if higher priority of my mod
– ProMods with recommended addon (to be placed before the Real traffic density in mod list)
for ProMods 2.52 – 2.56:
– All existent Ai traffic packs; additional traffic packs are highly recommended, due to increased density you may want to see more models in traffic, not repetitive
– It does not work with Standalone Romania Map by Alex and with Standalone Hungary Map by Frank/Indian
How to use:
-most important rule: never increase g_traffic value! keep always g_traffic 1 when using this mod!!! you can use a smaller value if you want less traffic but not smaller than 0.5 which in theory will wipe out the type of vehicles with low spawn.
– place my mod above any map mods and other mods that may affect density.
– to use motorcycles, classic and sport as separate vehicles you need to rename their storage files to match with the root from my mod (def/vehicle/traffic_vehicle_type.cip.sii) or be the happy one with full access to all my personal mods
– slow vehicles are allowed on public roads but starting with 1.40 if you do not like the Harvester, place the Traffic mod above my Real Ai sounds and it will only circulate on closed road, or if you want the harvester on public local roads place sounds above traffic mod and will return. the tractor is not influenced by this swap, will show on local roads anyway
Known issues not related to my traffic mod:
– merging on motorway can be sometimes slow (SCS / map mod prefab issues)
– Ai non respecting rules like semaphore (prefab issues)
– areas with no spawn or low spawn (SCS issue)
– game can crash at high traffic density if many traffic pack are used (memory leak not yet confirmed, only in 1.35 and above) this error is generating the following error:
“Failed to assign pool segment “
Why you should use another traffic density mod?
– due to its complexity, my mod is frequently affected by game updates and it may happen to cause game crash if it’s not immediately updated. I offer constant support to my mod, still it might be disturbing to have a game crash and not immediately knowing the cause, or be bothered by many mod updates.
– if you don’t care about a realistic traffic density or about game FPS or frame rate performances and only want to see some more traffic around, but no still you don’t want 10 police cars at once by using g_traffic command
Please note:
– if other mods claims a better performance don’t fall into the fancy description, there is not magic into it, better performance means much less traffic density which also means that is not a realistic traffic mod
– whatever you read about my mods from a certain user from Roextended forum, consider it garbage news, a cheep tentative to discreditate the most subscribed traffic mod on Steam. to check you can alway open the mod files and discover the truth!
your feedback is very valuable therefore discussions can start in the comments sections below. thank you!
P.S. My mods are and will always be for free, however if you appreciate my efforts and want to offer me a beer, I thank you in advance! here is my paypal account:
Changelog:
changelog v1.57.a
-adaptation for 1.57
Changelog v1.56.a
– adaptation for ETS2 1.56
– reverted some rules in traffic_data
changelog v.1.54.a
-adaptation for ETS2 1.54
-removed file road_look.sii (overtaking rules set as default by SCS due to latest changes)
changelog v.1.53
– adaptation for ETS2 1.53
changelog v.1.51.a
-adaptation for ETS2 1.51
-same version works also in 1.50
Changelog v1.50.b
-Restored some values in traffic_data
Changelog v.1.50.a
-adaptation for ETS2 1.50
-new speed rule for night time
-incresed speed at foggy weather
-spawn tweaks for some custom vehicles
Changelog v.1.49b
-adaptation for ETS2 1.49
-slight reduction of trucks spawn (in line with ATS versions)
adaptation for ETS2 1.49 beta
Changelog v.1.48.b
-Adaptation for ETS2 1.48.5
-Slight reduction of emergency vehicles
changelog v.1.48.a
-Adaptation for ETS2 1.48
changelog v.1.47.b
-fixed error in one semaphore cycle in Baltics
Update: 14 Apr
changelog v.1.47.a
-adaptation for ETS2 1.47
Changelog v.1.46.e
-applied two rules that might speed up Ai to go faster
reduced frequencies for better performance (does not affect the density)
slight decrease spawn of trucks
Fixed error with the appearance of trucks during the day
Changelog 1.46b:
– reduced the frequency of the appearance of traffic;
– slightly reduced traffic at night;
– increased factor of patience;
– BDF trailers from the Jazzycat package no longer disappear on the boundaries.
Changelog v.1.46a
-adaptation for ETS2 1.46a
-improve AI behaviour
changelog v.1.45.a
-adaptation for ETS2 1.45
-applied specific RTD semaphores cycles to new Austrian semaphores
changelog v.1.44.b
– enhanced support for upcoming Real Emergency Ai pack
– fixed minor errors in traffic rules
– removed default files for speed limits, maintained high speed limits for the speed class vehicles
13 May – update for ETS2 1.44
Changelog v.1.43.a:
– adaptation for ETS2 1.43
– slow vehicles allowed only on SCS areas
Changelog v.1.41.a
– adaptation to ETS2 1.41
– increased spawn for the growing truck light type
you can share this mod on other websites, you can keep the link or add yours, it doesn’t matter, my modding activity and support for SCS ended long time ago and I only offer compatibility updates for fans of Real traffic density
changelog v.1.40.b
-adaptation to ETS2 1.40 public update
-corrected one semaphore bug on large T crossroads
-harvester removed from open roads, will only circulate on country roads
-added a few rules to help Ai recover faster in case of accidents
-bdf trucks not allowed on country roads fixed
Changelog v1.39.a
– adaptation for game version 1.39
– tweaked overall density
changelog v1.38.a
-adaptation for game version 1.38
-reduced traffic on exits and merging roads
-reduced traffic of emergency and police outside cities
-improved semaphore duration on 2×1 and 1×2 roads
Changelog v1.37.a
– adaptation for game version 1.37
– sound settings removed, now managed in FMOD
– increased traffic at night time
– corrected speeds in rttbs DLC
changelog v1.36.c
– adaptation for ETS2 1.36 official update and Black Sea DLC
– removed city_trucks from local_roads and other outside cities roads (the new sweeper will only spawn in cities)
– slightly increased spawn of police and emergency vehicles
– increased spawn of trams
Changelog
changelog v1.36.b
– adaptation for ETS2 1.36 latest beta
– tweaked some traffic rules to reduce accidents that seems to happen more often in 1.36
changelog v.1.35.a
– update for game version 1.35
– slightly improved police spawn and reduced emergency
– adaptation for scs doubles in traffic (to follow)
– applied some safety rules to diminuate accidents that seems to happen more in 1.35 for the momement
Changelog v1.34.a:
– updated manifest
– added few safety rules to reduce accidents
– tweaked spawn numbers of sport and classic cars (works only if you applied the title modification above in the sport and classic car packs)
Traffic options:
– traffic density and intensity changes every 2-3 hours;
– high density in the morning and afternoon, followed by a gradual decrease in the evening. The peak of the stream is at 8:30 and 17:00;
– high density on highways in the afternoon and low at night with a minimum from 00:00;
– relatively high density on local roads, the variable frequency allows you to make overtaking without problems;
– proportional ratio of vehicle types;
– very low traffic density on local roads at night;
– improved traffic lights cycle at all intersections (two types of cycle);
– up to 3 seconds increased the duration of yellow after green in order to avoid accidents;
– the duration of yellow after red has been reduced to 1 sec (be careful!);
– the work cycle of traffic lights on road works has been changed, the red light is on for 12 seconds.
Recommended to place priority with respect to maps and traffic packs.
Changelog:
-tweaked train spawn, there is now minimum 20 seconds between trains (depending on how long are the rails) so enough time to pass barriers
-increased patience parameter to reduce overtaking and minimizing “face to face” encounters
-corrected timing at toll barriers opening
-extincted slow vehicles from cities and motorways (you could see them disappearing when local road ends)
-restored rule for all trucks have trailers (too many truck without trailer by default)
-restored scs timing for deceleration to reduce accidents rates, still can happen more in Germany due to unlimited speed
-restored default values remove forward and backward distance
-reduced overall traffic at night time
-tweaked spawn numbers for motorcycles, doubles, classic and sport cars
-added support for bdf trucks as separate type of vehicles (details on my thread on scs forum)
-added sound for slow vehicles (for those not using Sound fixes pack or my Real Ai traffic sound mod). credits to Drive Safely for Harvester and one Tractor sound.
Credits:
cipinho
you mod need what mod to work?? you got a link? why making a mod where people need to change stuff in game log??
this dont work in West Balkan Dlc
Bloke, traffic_ data.sii/max_vehicle_count is in percent. 10000 is read by the game as cemented 100%. Tho the mod is quite good.
absturz bei 1.35
Not Working Version 1.34