Slightly overdue progress update time: Firstly, the core Japanese group vehicle list is now officially complete and at a point where I'm happy with it overall. That's not to say it'll never be worked on ever again (there's a good 20-25 cars i feel would still be worth adding one day before it starts to feel like diminishing returns for the effort, plus i've been thinking about a mini pack of big commercial things or 90s/early 2000s cars for that TXR traffic vibe one day in the future) but the list for this update is all done now and it will realistically be a while before I return to it. I'm now just checking everything over, fixing issues and cleaning it up to get ready for a release for when it feels ready to go (still not for a bit yet, don't get your hopes up for an imminent update). The second part is that thanks to @Car_Killer the traffic tool has received a big rework mostly focusing around one of the things I've been wanting to implement for a while, the expansion group system. This allows for mix and matching groups to load multiple at the same time from within the tool itself, with a system inbuilt to make vehicles from that group rarer too if needed. This means you could, for example, now use a normal modern traffic group as your main one but also use an expansion group for classic cars that will appear infrequently amongst the main set of cars, all without this needing to be built into the vehicles or preexisting groups themselves. The other thing this allows is to use a group from one mod, but have an expansion group that adds vehicles that fit the same region from a different mod. I've been testing this currently to use an expansion group of "vehicles that are common in Japan" from the Spicy/Agent US Traffic Pack alongside my main Japanese pack as an example, and a similar "fits Europe" expansion should also be available there whenever that gets finished. There's been a ton of smaller improvements too, groups now display info about them and the current setup's estimated VRAM usage (if available), the UI has been reorganised a bit to make it nicer to look at, the spawn options have been significantly cleaned up, lots of bugs and freezing issues have been fixed (the problem with not all plates being available due to a higher search depth causing lots of lag on load has been solved with some code magic for example) and everything should hopefully all be generally a smoother experience now (i forgot to update it to say v2 and only realised when writing this post, please ignore that)
I hope BeamNG optimizes the Ai and traffic even more, even with high end hardware the density is very sparse
https://beamng.com/threads/tokyos-shuto-expressway-metropolitan-expressway.61259/ WIP unreleased version
I dont usually like chatting on forums, but, I have a question. Will there, at any point, be any emergency service vehicles?