More Realistic Traffic V5.2

More Realistic Traffic V5.2

Changelog VPublic Release As V5.2(1.58) Preface I have been playing the game “American Truck Simulator” (formerly “18 Wheels of Steel”) for many, many years, which certainly shows that I am happy with it. I find it remarkable that SCS has managed to integrate something as simple and everyday as truck driving into a computer game in such a beautiful and solid way. A game with no fighting, no shooting, no killing, no war, no conquering, no defeating, no winning. Just truck driving – great! In search of a little more reality in virtual traffic, I started creating my own traffic mod in which I implemented my own ideas. But I also incorporated the ideas of other ATS users. After all, they had already had their own thoughts on this topic. In this respect, my mod is just another mod among many other mods. But I like to share. I’m also happy to receive constructive criticism on the topic. It could be that I’m looking at some things fundamentally wrong or haven’t thought them through completely or that a typo has simply crept in somewhere. Nobody is perfect… Road traffic The stated goal of the “More realistic traffic” mod is to make the appearance of virtual traffic in ATS seem a little more “natural” in order to improve the simulation experience. However, the goal is not to be as realistic as reality. An attempt is made to configure the given mechanisms of the game accordingly in order to achieve the goal of greater realism. At the same time, an attempt was made not to push the AI drivers’ abilities to their limits or even beyond – they are not very flexible. Traffic density The modeling of traffic density was too imprecise for me with the original settings. Therefore, I created more precise models for all spawn rules. These are intended to better describe the traffic density throughout the day, depending on rural or urban areas, small towns, large cities, etc. The modeling takes place every hour and shows main traffic, secondary traffic and light traffic more clearly. While you may be driving on completely empty roads at night, you may also be stuck in a traffic jam between 6 and 9 in the morning. In the afternoon, between 4 and 7 p.m., everyone is heading back home and there is also a lot of traffic. While nobody is out and about in rural areas at night, a city never really sleeps. There is always something going on there. School buses go to school in the morning and return in the afternoon. Garbage collection tends to run more frequently in the morning. Street cleaners operate during off-peak hours to avoid unnecessary traffic disruption. Tourists are also not out and about at all hours of the day or night. You’re more likely to see police patrolling the city than on country roads or highways. And so on… The scenarios are diverse. Too diverse to list and describe them all here. Spawning issues The fundamental problem of very little oncoming traffic on long, straight, well-visible country roads, highways, and freeways could not be solved by parameterizing the ATS traffic model without making it look bad. This is due to the spawning mechanism. The spawning mechanism’s inertia when switching between freeways could also not be successfully modified. Furthermore, there appears to be only one standard time (MDT) for the entire game map, which doesn’t differentiate between the different time zones. This causes a time shift in traffic times. As a result, rush hour traffic in the eastern states is about an hour early, and in the western states, about an hour late. There’s no solution yet for this. Coloring Another major point of my adjustments concerns the coloring of AI traffic. For this, I used the statistical color distribution of motor vehicles in the US vehicle market in 2023 to provide vehicle type-specific color schemes and integrate them into the game. In this way, the view of virtual road traffic should be closer to real road traffic. The colors white (25%), gray (21%), black (20%), silver (11%), blue (10%) and red (8%) appear with a higher frequency than the colors green (1.8%), brown (1.3%), orange (0.6%), yellow (0.2%), gold (0.2%), purple (0.1%) and others (0.8%). This color distribution should be roughly reflected in the game. Maintenance and further development is carried out almost exclusively for the current ATS version. I cannot make any definitive statements about which ATS version compatibility extends back to. The variable “g_traffic” in the configuration file “config.cfg” should be set to the default value “1.0” as it has an additional influence on the generation of AI traffic. Modifications This Mod Modifies The Following Regular Files: The mod is therefore partial or complete incompatible with other traffic mods that modify the mentioned files. Compatibility: ATS 1.58, 1.57, 1.56, 1.58 Traffic, Realistic 1.58 Problems? Let us know in the comments! Your feedback helps modders improve the mod. Also, be sure to check the comments section - other players may have already shared solutions to common issues. Submit a screenshot of this mod! Submit a YouTube video.

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