Honestly i didn't do the first one because i don't like the look of it, second one was on the future updates todo list though which I might get to one day. There's a suzuki wagon r type thing that i meant to get done for the initial release too bug i got distracted with other traffic mods at that point i think
fair enough lol and yeah its not the best looking thing but you should still add the weird yaris thing! it'd be nice having more variety with hatchbacks, instead of just the honda fit im guessing this the wagon r-esque thing you're on about? i was actually going to add it with my original reply but didnt want to look like one of those people that just request 50,000 things in a thread ...although a civillian version of the police car would be cool..!
Yeah that's the one, there's a slightly nicer (i think) version of it in the files of the latest games still. Tbh this one isn't really my main focus anymore as i'd rather spend the time modelling rela japanese market cars for my other traffic stuff, though for whenever its possible to do the yakuza hawaii port i'd like to do a big update with the american traffic from that as well as the couple missing things (and parked versions) at some point.
yeah thats fair enough, quite excited for the proper traffic pack! (mostly for the seicento) (i cannot express how excited i am for the seicento)
Good news there, i got slightly carried away and now it's also a 600 with like 5 wheel options and more of the trim options i missed before. I think it might be the most comprehensive car of the lot now, oops
oh hell yes 50th anniversary and the god awful brush included by any chance? absolute BEASTLY vehicles
Decided to rename all the cars to have lore friendly naming and actual descriptions as well as some adjusted prices, obviously I won't share this but I just thought i'd show it for fun (also yes I know the two Masters are based off completely different cars and to be completely honest, I forgot why I named them the same)
I thought 16GB Ram WAS decent. My CPU is awesome but my RX570 4GB leaves a lot to be desired. --- Post updated --- Still waiting for Vulcan to be fixed on 4GB AMD GPU's... --- Post updated --- Nonetheless the map i can't use looks good.
Does anyone know how to spawn in the traffic in one on different maps through the world editor now that the UI has been updated and changed, as I can't seem to able to? Thanks in advance
The world editor tool got broken sometime last update and hasn't been fixed so it errors before it can load the second half which is a bit of an inconvenience here, not currently a way around that unfortunately. My traffic mod tool is nearing release worthy which does the job but better but it's not quite ready yet still so you'll have to wait a bit unfortunately
Quick little update now live, we (read: @Car_Killer) has been back in the lab and figured out that by adjusting and reshuffling how our lods are set up on the model side a bit again we can get a notable bump in performance. I've gone from like 35-40fps average to 55-60fps average now so I'd say its a notable improvement and bumps it properly into the playable category without an insane pc now. All the warnings about load times and minimum specs still apply unfortunately but we've cleared a fair bit of overhead from the game model management on the map which should give a nice boost once it's all loaded in This mostly improves performance on Vulkan, especially CPU bound scenarios (potential 30%+ increase) so if your pc is heavily lopsided in the other direction this might not have much of an impact sadly. Download in the same link in the first post as usual. These changes also benefit our other maps so the Onomichi map has been updated too, (re)download that here if you fancy: https://www.beamng.com/threads/onomichi-hiroshima-yakuza-6.85669/ While I'm here I'll also address the lack of the new Kamurocho map, it ran into similar performance issues as this map but without the explanation of "big map" because its the same amount of things stuffed into 1/4 of the area (we were holding off until more improvements were made on the game end until now as we know people didn't take the low performance of that one too well). These changes have helped on that front so it's now also getting much better fps on our end so that's back in the WIP pipeline now
I'm running this game through a translation layer on a macbook pro with 16gb unified memory (shared ram and vram). Didn't expect anything with this map given the perfomance warnings, and vulcan mode doesnt even work on mac, but gave it a try anyway. Surprisingly, I can run this map at a decent 50fps which isnt much worse than other maps. It did take like a solid 10 minutes to load in though. I think the fairhaven beamng map ran slightly worse for me. Curious whether the warnings are actually true? It said it is a REQUIREMENT for 32gb ram and vulcan, but its running fine for me? All your other maps also run well. Hoping for the tokyo one to get released soon, looks spectacular
The warnings are true, even though I have 16gb of DDR5 any more than 5 cars on the map (Traffic FPS Friendly versions or base game detailed cars) my FPS drops drastically to like 15fps, it gets even worse when running Vulkan because as it's stated in the launch options it's an unstable version of the Vulkan Renderer in general so there are going to be issues. One thing that I noticed is the game stutters hard with the LOD objects. Honestly if there wasn't an LOD constantly popping in and out I feel like the map would run a lot smoother, issue is however that when all objects are loaded in at one time it takes a massive hit on performance and resources because the computer has to calculate for EVERYTHING that's running which would probably end up requiring like 64gb of memory. really the mod authors/devs are doing an amazing job.
This was what the latest performance update was, we dug into the nitty gritty of everything with the dev profiling tools and found a super large amount of time was being spent on purely model management for lod stuff. To fix we had to change the lod setup a bit so they'd be technically a bit less efficient but this meant that the game didn't get as bogged down with this which actually led to big fps improvements. As for memory, the map has well over 30gb of stuff that needs to fit into ram and if you check your pc while it's running you'll usually see that even with 32gb ram it's spilled over and the pagefile is now taking up like 20gb of your storage space, there's just that much Stuff the map is made of and theres not much that can be done to solve that really. The ram and vk warning isn't strictly neccesary butthere's a high chance it will barely run at all and before I added it I got a ton of people going bad map runs at 7fps i have 16gb of ram btw because the warning wasn't extreme enough.
the mad dosent show up in my map selection is this normal? Edit: it did show up at first but sudently wont for some reason
if you're talking about the maroon sedan, that's the Arima Caelo Grade E which is from a different mod that's already out. In the Repo in game go to the search bar and type Arima and you get mods for the car that's in the picture as well as the other two cars of the same brand Arima Monica ELDY/Arima Celina EXiA, Arima Caelo/Arima Gaia, and the MPV called the Arima Hestia.
Traffic mod I am working on, the japanese cars will not be releasing for a while though as there are only a couple so far (european versions of the mod will be first)