American Truck Simulator

American Truck Simulator

1,103 ratings
Extended Traffic Light Timing
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File Size
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Updated
507.827 KB
Jul 12, 2020 @ 10:51pm
Mar 13 @ 5:38am
40 Change Notes ( view )

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Extended Traffic Light Timing

Description
This mod set longer timing signal to the traffic lights. The traffic light timing modifications are consist of:
  • 26 seconds cross/straight green signal interval.
  • 16 seconds left turn green signal interval.
  • 4 seconds yellow signal interval after the green light.
  • No yellow signal after the red light.
  • 2 seconds interval between traffic light pattern switching.
  • Green light for left turn signal comes first (at most traffic lights).

Note: the red signal interval may vary depend on the traffic light pattern complexity.



Supported version
  • 1.54
  • 1.53
  • 1.52
  • 1.51
  • 1.50
  • 1.49
  • 1.48

Disclaimer
This mod should work in official game with any map DLCs. However, it does not provides support for any map mod that comes with their own traffic light objects and custom switching. If you are currently using any map mod, this mod may not work as expected. This mod has no plan to support 3rd party's map mods.


Related links
For a similar mod for Euro Truck Simulator 2, you can subscribe it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2045747036


Game Crash
If you experience a game crash after activating this mod, that most probably mod's conflict. In that case, this mod may not suitable to your mod installments. You may either unsubscribe this mod or open a discussion by providing link to your game log file.
  1. Right after the crash, open "C:\Users\<username>\Documents\American Truck Simulator" folder on your PC and locate game.log.txt file. Open it with a text editor (e.g Windows Notepad).



  2. From within a text editor, select the whole content and copy it to the clipboard.



  3. Open your browser and visit https://pastebin.com/. Paste the log's content (no need to create an account). If the clipboard content too big for one session, split it into several chunks and repeat this procedure.

    If PasteBin is not available in your country, please use similar services such as http://rentry.co/. Mostly they work just like PasteBin.

    To create a link to the content in PasteBin, just click "Create" button. Make sure you set your submission as public. After created, be sure to copy the link in the address bar into the clipboard.



  4. Paste the link to your post in this thread. If you have to split the content into several chunks, make sure all links are provided with proper order.

    Please do the same if you also asked to provide the content of game.crash.txt file.
Popular Discussions View All (1)
2
Mar 13 @ 10:34am
Update is coming 1.54
Totermann
275 Comments
DINUKE7 Apr 22 @ 8:58pm 
I was frustrated with the too frequent traffic light intersections. Thanks to this mod.
Dark & Realistic™ Nessie Apr 2 @ 8:25am 
Hey thanks @madman, I'm gonna give it a try.
SlimJimTim Apr 1 @ 11:00pm 
Also downloaded the updated left turn yield mod and was in Kingman and Flagstaff and the flashing red and green arrow phases are working but not the flashing yellow arrow, like I mentioned before, I'm not sure if those phases have to be there for the flashing yellow arrow signal to work, or if you've added that, but they don't flash like that IRL. Not sure what's going on in AZ to cause the flashing yellow arrows to not flash. I am using Project Better Arizona but Flagstaff and Kingman isn't affected by that map mod (yes I'm aware it won't work with other map mods unless they are using the shared asset traffic light.) just thought you should be aware of that issue.
SlimJimTim Apr 1 @ 9:13pm 
@madman No problem, hopefully my constructive comments have shed some light on how to make this mod better, again like I said hopefully it helps you in the future.
madman  [author] Apr 1 @ 6:00am 
@SlimJimTim @Dark & Realistic™ Nessie

2) Making signal patterns equal for all states mean I need to modify every traffic signal 3D objects. There are about 912 objects (exclude upcoming Missouri DLC) need to be modified through Blender software and this is require more effort and time. The problem can be more complicated when SCS do some small reworks through regular patch updates at certain states, especially if these changes never mentioned in the change log.

By the way, I have updating the left turn yield mod to be working with game version 1.54. Thanks to @SlimJimTim who mentioned it. The download link is still the same as usual:
https://drive.google.com/file/d/1Tbqtu1vvef8RVAOfB8efHpCjFN9WJYf3/view
madman  [author] Apr 1 @ 6:00am 
@SlimJimTim @Dark & Realistic™ Nessie
I always love constructive discussion. So far 2 biggest problems I'm facing:

1) ATS semaphores for traffic light signals were built with "shareable assets" in mind. This mean semaphores for one state may reusable for other states. To make specific left turn yield signals for a specific state, I need to redesign the whole semaphores and test them individually through map editor. So far, Arizona and Nevada have least shareable semaphores across other states, while Colorado, Oklahoma, and Wyoming need few modifications. This problem shouldn't be a problem if we create same signal patterns (i.e. flashing yellow on yield) for every states, but...

(cont.. due to 1k chars limit in comment)
SlimJimTim Mar 31 @ 11:42am 
@Dark & Ralistic Nessie
Yeah I get that, the add-on doesn't work for 1.54 so hopefully @madman can figure out something moving forward. It's a good concept, just needs some tweaks and research to make it a reality.
Dark & Realistic™ Nessie Mar 30 @ 7:47am 
@SlimJimTim
Not dissing ProMods' work, but they basically just map new areas and reuse existing assets from the game. They don't create assets like the devs must do for every new area they add. So yes, even with less people than SCS, they just need one "traffic light modeler and researcher" to make it happen.

And seriously, I can't speak on behalf of anyone else, and I dunno madman in person, but I'm almost sure neither him nor ProMods guys mod for living, so I can't say they actually have all this time available to work on their respective projects.
SlimJimTim Mar 29 @ 10:12pm 
@Dark & Realistic Nessie You do realize that ProMods team has less people working on their map project then is employed to work at SCS right? All I'm saying is that if ProMods can make it work on their map, then it would be nice if they could show a step by step tutorial on how to make a new model similar to theirs so that you could set a yield until clear during the yellow flashing arrow phase of the mod. I'm aware that @madman is a one man band and doesn't have the time to work on the project, but if it's so easy to put into the game then why has SCS waited so long to add it to the game.
brianbaker80 Mar 27 @ 8:44pm 
Thanks so much for updating that. Your mod along with a few others are the only ones that make this game playable to me.