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When I originally wrote this reply, the below instructions is what worked for me with the version of CSP at the time. In the meantime I've not kept up with keeping traffic stuff working, as I've focused more on racing and track-days. I'd suggest to look in 2 places for tips on how to get traffic working with more recent versions of CSP:
The NoHesi Discord Channel:
https://discord.com/invite/nohesitation
And 2REAL's Patreon:
https://www.patreon.com/2real_mods/posts
I'm not sure anymore but I believe I was on CSP V.1.79 when the below steps worked for me. If I get into traffic stuff again anytime soon, I'll come back to this thread and update it.
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There are 2 main ways to get traffic that I've found so far:
1. Track Day Mode + New AI Behavior: Flood Mode enabled
2. Practice mode + Object Inspector App + Traffic Tool
For track-day mode:
The map must have a designated "track", otherwise the AI doesn't drive, as you've experienced. For the Shutoko Rivival Project, there's only one of the spawns I've found that is made for this, and it's called "Shibaura PA Traffic". You might have to find this separately from the Shuto mod.
So for a map where 2-way traffic is possible, you'll need to find and download a 2-way traffic layout for that map.
In Content Manager / Settings / Custom Shaders Patch / New AI Behavior, you need to make sure that "AI Flood" is enabled, and "Allow to drive wrong way" is enabled for track mode. There are some other settings here to mess around with how the AI will spawn / despawn etc.
So from track mode, you select the SRP Shibaura PA Traffic map, add whichever cars you want as opponents, and they will de-spawn behind you, and re-spawn ahead of you. If you're using "traffic_mod" vehicles, they should be going normal speeds. If you're using regular and race cars (and not a 2-way traffic lay-out with custom AI_Hints), they'll basically try to race. You can add ballast and restrictions to slow them down though.
For practice mode:
You must have the csp-traffic-tool app (mod) installed in \Steamapps\Common\assettocorsa\extension\lua\tools
It references specific vehicles made for traffic, so you must have these packs installed. Check around for 2Real Traffic on the mod sites for these.
In-game, you bring up the Object Inspector app, it has a Tools drop-down where you can select the traffic-tool, in the new window the main setting to look at is how many vehicles are spawning. I'm finding between 50-100 with "spawn nearby" enabled to be a good setting for traffic you can weave in and out of, especially on 3-lanes.
You cannot use this tool on maps that do not have a traffic.json and custom surfaces.ini in their data folder, for example: assettocorsa\content\tracks\shuto_revival_project_beta_ptb\tatsumi_pa\data
These traffic.json and surfaces.ini files are pretty easy to find, mostly by 2Real's creator, not all maps have these available. But here's a recent one that has these files for most of the Shuto variations:
https://www.racedepartment.com/downloads/shutoko-revival-project-v0-9-1-ai-traffic-mod.61359/
These are 2 very different ways to do traffic and both have their ups and downs. Track day has better driving, but limited number of cars and hard to get the dense traffic feeling. The practice mode method is kind of lower quality overall, but you can really pump up the number of vehicles to get an intensely dense traffic feeling without losing too much performance.
https://www.youtube.com/results?search_query=shutoko+traffic+guide
does not show. In game when I playing it's ok but in the replay traffic not working
bismillah
This is what happened to me too the last time I tried out traffic. I've updated my initial comment because things have changed as Content Manager has updated to newer versions, and I'm unfortunately not familiar with what it takes these days to get traffic working.