WIP Traffic Battle Scenario (Limited AI traffic) 0.3

A scenario with a course across the West Coast USA map, with random AI traffic

Tags:
  1. MattSqu

    MattSqu
    Expand Collapse

    Joined:
    Sep 15, 2018
    Messages:
    3
    Hey, so I made my first mod here: https://www.beamng.com/resources/traffic-battle.5810/

    It's a course across West USA. This mod has four AI vehicles that are re-used at various points to make the world feel a little more lived in, and provide an additional challenge to getting a good time. The speed and aggression of the vehicles is slightly randomised, so they shouldn't always be in the same place at the same time.

    I wanted to build this to learn the basics, and may experiment with some other ideas, but I'd like to get this tweaked as well. If you're interested in setting AI for your own mods, or moving cars about the map out of site of the player, you might find the code interesting too.

    It looks like people find the car tricky, so what car people would prefer? Let me know any other issues or suggestions, but I'll probably only make small changes on this for now.
     
    • Like Like x 1
  2. 1UZ-FE

    1UZ-FE
    Expand Collapse

    Joined:
    Oct 13, 2014
    Messages:
    343
    Hello, this doesn't seem to show up under my scenarios.
     
  3. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,486
    You mentioned this in your last review response:
    "Yeah chasing would be pretty cool, but I don't think the AI can overtake so I think they would just crash!"
    Well the AI will eventually be able to overtake, the developers are working on getting that coding working. In a few versions, maybe that will be a reality. Currently, as you said, it will go BOOM if it catches up to you. Soon though, maybe a few more months!

    Nice mod by the way, will have to check this out. Would be cool to do something like this in the city I am building.
     
    • Like Like x 1
  4. MattSqu

    MattSqu
    Expand Collapse

    Joined:
    Sep 15, 2018
    Messages:
    3
    You should be able to 'subscribe' to it straight from the forum post for the mod?
     
  5. PolishPetrolhead

    PolishPetrolhead
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    461
    First of all: I had no idea that understeering fr layout car was possible, but you've done it. It either understeers or oversteers badly, it's impossible for me to find balance in this car so I end up underperforming on each corner. And it's not only me, there are people leaving reviews who mention that the car is underwhelming and sadly I have to agree.

    Now for the scenario itself. The entirety of this feels as if you made it in a rush. It seems it wasn't planned out well enough. Route going through a racetrack and back on the road seems very odd, immersion killing if you ask me. Only first two cars you encounter make any sense at all, the further into scenario the worse it gets. Red pessima on the bridge drives on the wrong side of the road. Later on it's just a pure chaos. Regular cars on the track, driving aimlessly. On my first run the bus on top of the hill had to do a 3 point turn. What. And all the cars in the end are crashed, trying their best to still drive. It doesn't feel like a regular traffic at all. All of this reminds me of extras in movies that were vaguely told what to do and just flop around in the background not knowing what to do exactly. Also there's too few of those cars. Gamergull's Hectic Delivery feels as if it's half as long and has twice the car appearances, it just feels more alive.

    It also seems very fishy that a person who just joined 2 weeks ago made, let's be honest, a complex mod. Coincidentally a week after a similar mod has been posted for a first time in history. Adding what I mentioned before, that the mod feels unfinished and poorly planned, all of it just gives out one impression. I'm not straight up saying that you took @Gamergull's code and didn't credit him, but it kinda feels like it. It is highly unlikely that you guys were working independently and just happened to make the same thing in roughly the same time. I am no judge, so I would like to hear both of you out. Please keep it civilised.

    PS. Even though this may seem as a rant, it's not. I just pointed out what I feel could be improved and shared my general concerns.
     
    #5 PolishPetrolhead, Oct 4, 2018
    Last edited: Oct 4, 2018
  6. Gamergull

    Gamergull
    Expand Collapse
    Staff Member

    Joined:
    Jun 3, 2018
    Messages:
    322
    Hmm... so actually, this scenario was the first one to get released. I was toying with the thought of adding traffic on my Gull Coast map, but playing this heavily inspired me to make my own standalone scenario. Looking at the code, we each had our own approach on how to make traffic work. I saved the Lua file for this one as a reference, but I ended up coding my version almost completely from scratch. Either way, we both decided that 4 traffic cars was optimal. I do agree though that improvements would be sweet. A bunch of let's players have already had a bunch of fun with it (despite the problems), so that should be a good motivator to turn things up a notch. Looking forward to more works.
     
  7. PolishPetrolhead

    PolishPetrolhead
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    461
    Oh damn, I'm ether blind or stupid or both. Only just now I took a look at first release dates for both mods. Oopsie I guess. Anyway, looking forward to seeing some sweet improvements to this scenario, even though a route through a racetrack and huge jump at the end are not my favourite.
     
  8. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,486
    Regardless of who released what when, there's still lots of fun to be had here with mission mods, especially ones with traffic (now with the AI getting better slowly but surely, processors getting more cores for cheaper price = more cars in play for more people, and people SHARING IDEAS - that's the big thing here). I love missions with traffic. I never quite had fun in this game as I did when I tested 11~12 vehicles including my vehicle in Tail of The Dragon. That was a hoot, with cars randomly passing me by going the opposite way, even staying in lane. It was fun b/c there was really only ONE road, so in a sense you could get the AI to do exactly what you wanted it to do by setting span. In the future we will be able to do this better, and sharing ideas and code is how we get there. This is almost the way it HAS to be for an alpha-build pre-release game. It can be a friendly competition surely, at times anyways, but in the end of it all (well more like the beginning) we should share ideas and how to get things to work. The need for this is 10-fold because there isn't much documentation and what documentation you might find is not very thorough. So basically, it's this way or no way at this point. Plagiarism would stink but, looking over someones code for inspiration/guidance and a direct copy-paste is two different things.

    I dunno about anyone else but surely I'd rather have a server full of fun mods and missions to try out.
    My first map mod, was a re-do of Black Hills 2014 or 2015 in Nevada by Ouerbacker. I asked his permission and he granted me permission after I showed a concept of making a highway in his map. It turned out to be a lot of fun, and the map is still quite fun to this day. I don't regret making it, except that I didn't do it sooner. I hope you folks have a fun time with it, if you haven't tried it, do check it out it has full AI support & will be improved next year sometime. The map name is Nevada Interstate, it should still work OK just don't hit the lamps.

    Only thing to do if you're not sure is to either ask on the discussion thread like so or in private with the author if not wanting to stir things up.

    Remember, the human race got ahead of other species by putting heads together and making something awesome - just like BeamNG drive.
    --Cheers! Hope some of this helped.
     
  9. PolishPetrolhead

    PolishPetrolhead
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    461
    I know the difference between copy paste and inspiration. And I did exactly what you wrote in second to last paragraph, asked in discussion thread. BTW, metaphor for beamng and societal development of humans is something I never thought could exist.
     
  10. Lettice123

    Lettice123
    Expand Collapse

    Joined:
    Sep 23, 2018
    Messages:
    140
    Why don't you create a real life simulator where you go to work come home and take the kids to school like a daily basis simulator.
     
  11. xamepa

    xamepa
    Expand Collapse

    Joined:
    Oct 13, 2018
    Messages:
    4
    guys, someone else has a video how to enable this bot?
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice