I finally got a chance to try out the tool as well and it is awesome! Amazing work, and thank you for answering so many questions from all of us! I can't wait to see this grow and evolve, but even as it is it brings Beam to a whole new level. I am having a blast trying to avoid these aggressive left turners You definitely deserve a break @Gamergull !! Cheers!
Well I'll be damned, after 5+ years I just saw a real and unscripted, realtime AI car accident in BeamNG. Amazing and thanks for posting.. If this gem of a breakthrough doesn't call for some sort of "physics sleep" attempt I don't know what will. This is the perfect example so far to NOT have jbeamed vehicles being sampled that are far away. Sure it would take away the giddy joy of happening upon a random AI vs AI car wreck but that can be addressed down the road. My top of the line 2014 laptop craps itself with 5 vehicles in Italy. Have not tried on the Ryzen beast yet but no doubt will be better.
Amazing mod, had a load of fun last night with this. I did notice a few things, which are quite minor, and considering how BeamNG paths are laid out, I doubt it would work. What if the cars could signal when they turn? It would add quite a bit of depth to the traffic. But overall, this is a fantastic mod!
Yeah, you can tell at the end that I was just jaw-dropped and appreciating this fact. After 6 long years, I finally have completely random accidents in BeamNG! I'm really hoping the Devs take notice of Gamergull and work with them to iron this out and expand the features. Your "Physics-sleep" idea would be fantastic for filling out the world more and I hope they look into it. I'm so excited to see where this goes!
Is there any way of forcing the spawn of police cars? I want to be chased but, since the cars are random, I can't get a police car. I also tried spawning a separate police car, but if they crash they get reset and their AI logic set to "Random". Maybe if a car is chasing the player they never despawn, they only get reset if they get in an accident so the chase can continue without me actually pressing ctrl r.
The police shouldn't have their AI logic reset. It might be a bug that I have to fix. I'll make a note of this. I think I've just figured out multi-lane AI on highways. If my tests go well, then I have a cool video idea. Stay tuned for Friday!
Im not sure what triggers police to chase, but maybe it’s exceeding the speed limit you set for the AI. Either way, when I spawn them, they usually give chase if I drive crazy enough. If I lose them, then they respawn and you eventually see them show up again. By the way, has anybody tried spawning a tractor-trailer combo? I did. It works fine until it respawns. At that point for me, an error shows up and physics are paused. The semi seems to have respawned elsewhere (with the trailer), but it seems stuck somehow, and the ai eventually burns up the clutch. --- Post updated --- Wait a minute, arent you supposed to be taking a break?
Police will chase you if your speed >= speed limit * 1.3, or if you deal 1000 units of damage to them. I can't seem to stay away from this game . But I'm not doing late and tiring hours of coding until I feel ready again. Now to install my new SSD...
So i had one quick question. Does this work in other maps that are not stock beamng maps? I assume that it does not
It does as it uses the normal AI technically. You can see that by having the AI Control app open at the same time. The only issue is with confusing Navigraphs. He noted that West Coast USA is really bad with it because of the confusing paths. He couldn't get the lanes working well.
Loving this mod, but I've got some issues/suggestions I wanna put out there in case they haven't been considered yet. One-way roads are a nightmare to travel on. Traffic should approach turns slower and move to the right if there is another car in front of them. When a vehicle is damaged, it should turn on its hazard lights, honk initially, and move to the right if possible before stopping. If traffic approaches a collision, it should slow down and move to the right. If a police vehicle approaches a collision, it should turn on its lights, pull to the left, and stop. If traffic is approaching turn onto another road, it should come to a near halt before turning. (Pigeons love to fall over on corners) Police vehicles should not change colour each time they teleport. A vehicle should be capable of being considered a criminal by selection of the player, and will run/be chased by police vehicles, and can be busted the same as the player. Police vehicles should not be able to chase other police vehicles. This mod is spectacular, I plan to use it a lot more.
The mod works GREAT on Automation Test Map. It also works good on Matrix Freeway, but every once in a while a car spawns the wrong way or a car tries merging and a big accident occurs.
Ok i looked at the physics Benchmark.. it says i can easily spawn 6 Cars with 130% Realtime. I wonder why my FPS are going down the crapper when i spawn 5 Cars.
Seems that the physics Benchmark is on Grid,small,pure. So you kan easily spawn 6 vehicles there, not Italy or WCUSA
I would love a way to change to the Imperial system. Gets slightly annoying having to use a converter.
100kmh = 62mph. The usual Highway speed in America. 50kmh = 31mph. The usual 2 lane road speed. 65kmh = 40mph. The usual speed for Avenues.
Hmm...I wonder if it's possible to add something like this. If you're driving a police vehicle (Guessing the same way the code finds out if it's a police car.) and you turn your sirens on however far from the rear of a normal vehicle, only that vehicle goes into Flee mode, with AI Awareness on. It would be an easy way to set up a Police Chase with Traffic AI.