This sounds like a thing that the aggression value alone won't fix; AI drivers will still happily rev high on a straight road. And with a much lower aggression value, they'll be even more chicken around corners. I can at least add an editable aggression value ("trafficAggro") at the top of the dynamicTraffic.lua file. Looking back through this thread, I won't be able to get all of the ideas done for this next update. I just wanna get the dropdown fix released.
For some odd reason the app won't let me select the A.I. or color mode making the mod not work. Do you know anyway I could fix this ? also I will mention I have tried reinstalling
When the colour mode is set to standard, what colours is it choosing from? I was a bit tired of seeing so many cars in bright colours (flame orange, fire red, royal blue, etc.) so I removed the unwanted colours from the vehicles' info.json files, but that didn't change anything.
it is referring to the factory colors each car is offered in. it might be a coincidence your getting all the bright ones. it also depends on what cars you pick, as the Hirochi cars have super colorful pallets.
Confession, V1.1.1 and earlier picks from a hardcoded list of colors. Kinda bad, I know. But V1.2 will do the other thing!
Gamergull updated Traffic Tool with a new update entry: Version 1.2 Read the rest of this update entry...
It is so spellbinding to see the tons of youtube vids with this mod. Seriously, this mod has single handedly elevated BeamNG to a level not seen since day one. It's alive like never before. Geez....I could go on and on but I'll just say thanks for the update and keeping an eye on your baby for us!
I have changed the TrafficAggro to 1.0 instead of 0,6 and I think it has improved the cornering. Maybe It will affect other things like awareness, I don't know. I do not have any knowledge of LUA x)
Yeah, this got big. I've done modding and custom content for other games in the past, and nothing has come close to this, haha. The full feature should be exciting. Here are a few points that I missed in the update notes: The "Custom" group selection now spawns configs of any modded vehicles that you have. "Far Respawn" drastically increases the distance at which new traffic spawns, ideal for vast maps such as Roane County. Bug: Vehicles might stop respawning in rare cases. Just click on "Go" again, and things should work.
He likely applied and went through the standard process that developers go through to get hired. BeamNG is a company like any other. And no, you are obviously way too young to be a staff member although you like to pretend that you are one, so don't start anything. --- Post updated --- Also, it would be nice if the whole police thing got a bit more streamlined imo. Time for a longer post, but bear with me here. First and foremost, there should be a check box in the app that allows you to choose if you are a police officer or not. This would allow you to be able to run from the cops in a "stolen police car", and be able to chase suspects without being chased by the police without the whole system being a convoluted mess. If you select to not be a cop, police pursuits work as normal with a few minor modifications: - The arrest range is FAR too long. It should be about a third of the current range. - A police timer possibly? Over time in a pursuit, various things would occur. - Over time, the respawn rate and aggression for AI police cars increases. - A police car may start to spawn facing sideways as a "road block" after a certain point. (There must be at least 2 AI police cars for this to occur) - After a certain point in time, police cars may begin to spawn head on towards the player. Most of the time, they spawn in front of the player driving in the same direction. (In the current mod, 50+% of cop cars spawn head on, ending pursuits very prematurely) - Lastly, after a certain amount of damage, police cars should be "disabled", turn off their sirens, stop moving, and lose their ability to arrest you. If you choose to be a cop, the system would act differently: - AI police cars ignore your driving - Pursuits should occur slightly more frequently. - If a suspect flees, any AI police car that sees them should join the chase. - If the suspect vehicle is stopped within the arrest range of either an AI cop or the player, it should announce that they are busted and their vehicle should be disabled. (Similar to how the AI police bust the player) - Lastly, as a bit of a stretch, if there is at least one AI police car NOT currently engaged in your pursuit, if the player presses a certain key, they will spawn ahead of the suspect vehicle, similar to roadblocks in "Roadblock Run". If a unit is not available, there would be an announcement that roadblocks are unavailable at this time. Nothing super complicated, but this would make the whole mod far more interesting with many, many more gameplay possibilities.