American Truck Simulator

American Truck Simulator

Extended Traffic Light Timing
302 Comments
madman  [author] Sep 24 @ 2:01am 
@palmerdanielle217
Yes. Read the mod description.
palmerdanielle217 Sep 23 @ 9:47pm 
does this work for 1.56 update???
madman  [author] Sep 16 @ 11:51am 
@Caracarn
Try unsubscribe then resubscribing the mod. This will forcing Steam to refresh and re-download recent mod update.
Caracarn Sep 16 @ 5:49am 
Showing as incompatible in 1.56
xt487tx Sep 15 @ 2:20pm 
Of all the mods I have, I can't help but rate this one as one of the few must have in your list.
You can actually make it through some green lights, instead of having to stop at every light because its red.
madman  [author] Aug 30 @ 4:48am 
@LeaRoxy
This mod won't support the early stage of public beta version.
Reason: unstable. Lots of bugs. Beta version isn't intended to be used with mods.
LeaRoxy Aug 29 @ 3:42pm 
1.56 ???? why this shit?
@Wandering Mania
You're seeing the mod for the wrong side. It doesn't exist to have longer reds, but to have longer greens - but the longer reds are a consequence of it, for obvious reasons.
Wandering Mania Aug 14 @ 1:13pm 
Dark & Realistic™ Madruguinha,
Yeah but in vanilla they last forever. I have no clue who would need them even longer. You sit at every light for a good 5 minutes.
@Gfoe
Playing vanilla maybe?
Gfoe. Jul 30 @ 11:23am 
is there a mod to reduce the timing lights ?
madman  [author] Jul 22 @ 7:01am 
@luZk
Unfortunately SCS does not provides such thing in the game coding. We can't mod something doesn't exist, except through low-level code injection.
luZk Jul 22 @ 4:12am 
Would it be possible to make a "change all traffic lights remote control?" Like force the lights to change by the press of a button, and if yes would you be willing to make this?
olakepro Jul 9 @ 9:38am 
Alright
Thanks for keeping the good work @madman!
Ritchie Jul 3 @ 4:42pm 
Thank you for updating to 1.55 :steamthumbsup:
satan.ipod Jul 2 @ 6:03am 
Thanks! Your mod is definitely essential . Have a nice day
Ser Pounce Jul 2 @ 2:33am 
Thank you! :steamhappy:
madman  [author] Jul 2 @ 12:20am 
Mod update to support game version 1.55 is online now. Enjoy! :)
satan.ipod Jul 1 @ 6:07pm 
stuck in heavy traffic right now :)
satan.ipod Jul 1 @ 6:06pm 
thanks
madman  [author] Jul 1 @ 12:33pm 
@olakepro
The ATS 1.55 public update came at an inopportune time as I was just 2 hours arrival at work. Mod update will coming in few hours, no longer than 24 hours for sure. :)
olakepro Jul 1 @ 8:35am 
Morning, guess it needs an update now, huh? Yeah I'll be waiting with a modified version till it gets updated :D
madman  [author] Jun 22 @ 2:25pm 
@TheLion
Beta 1.55 rolling just in a week, game assets aren't persistent yet. There's no point releasing mod updates 2-3 times in a week due to game asset changed frequently. Just be patient. :)
Lionv8 Jun 22 @ 1:44pm 
@madman updated for beta 1.55?
madman  [author] Jun 12 @ 2:03am 
@Lookover12
Not hard but complicated. SCS design for traffic light semaphores are rather general than structural in mind. You'll find many duplicate patterns with equal duration and delay only to represent different pole models. There are also many patterns shared amongst different types (e.g. T and + intersections). Modify one pattern for T may affect other + intersections across the map. Modding traffic light pattern would be lot easier if SCS make them more structural in the first place.
Lookover12 Jun 12 @ 12:06am 
How hard would it be to make T intersections w/ 1 direction that has a LEFT TURN signal go green with the arrow instead of arrow only, then straight+right directions?

Just curious.
DINUKE7 Apr 22 @ 8:58pm 
I was frustrated with the too frequent traffic light intersections. Thanks to this mod.
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.
@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.
@SlimJimTim
If I understand madman's answer, the difference is that when ProMods team wants a semaphore with a different behavior, they simply create a new "model" for a new city/state/province/territory/country when needed, and they have enough human-power to spend time on this. And this mod here simply alters the behavior of existing ones. In order to do the same, the author would need to create a new "model" for every single city, and we're talking about a single-human work.

And tbh I don't think not having a blinking light depending on region is such a bugger or game killer. The more important thing is having the adjusted time anyway.
SlimJimTim Mar 26 @ 9:54pm 
As far as there not being a option to allow traffic to yield until clear, there is a way, ProMods has this active in their Canada map, maybe you could ask them for some help and/or credit them for the steps. I hope you can tweak and make this work like I wish it could, cause SCS has no plans in the next 10 years to add what your trying to add. I give you effort though in trying to add a feature that should be in base game already since we use this type of left turn movement at almost every intersection in the US now. (cont.)
SlimJimTim Mar 26 @ 9:53pm 
@madman It does work in Carson City as for other parts of the map in Nevada or Arizona I didn't see it working, not sure if something needs to be adjusted for each state or not but just wanted to share some feedback with the addon, it's weird to see flashing green and red arrows for each phase. I'm not sure if you live in the US or not but if not, the semaphore usually has a protected green phase, goes solid yellow then red, before dropping to a flashing yellow arrow as the green phase begins. The green and red arrows never flash during phases unless the intersection is in flash mode but even then only the main road has flashing yellow arrows and the side road has red flashing arrows beside the normal light semaphores.
madman  [author] Mar 13 @ 5:56am 
@Fihnakis
It was actually my personal thesis and proof of concept, and I have no plan to make it public in near future (see my discussion with @jcardana in this comments section). The biggest problem is, each state not always have it's specific semaphore traffic signals. One semaphore signal mostly shared across states. Things get difficult when some state receive rework which mean mod update may takes more time.
Fihnakis Feb 8 @ 10:23am 
@madman Do you plan on releasing the flashing yellow mod for all states? Left turn yield is a welcomed addition to the game!!
madman  [author] Nov 27, 2024 @ 9:19am 
@jonkubatzki
It seems the *.scs format does not inherit *.zip format. Try this one.
https://drive.google.com/file/d/1Tbqtu1vvef8RVAOfB8efHpCjFN9WJYf3/view

I've tested myself in Carson City (Nevada) and it works.
jonkubatzki Nov 26, 2024 @ 5:51am 
I'm in Nevada
madman  [author] Nov 25, 2024 @ 3:50pm 
@jonkubatzki
Are you in the area of Arizona or Nevada?
jonkubatzki Nov 25, 2024 @ 1:05pm 
I placed the flashing arrow mod above the extended traffic light timing mod and the traffic lights still look the same as without mod
madman  [author] Nov 25, 2024 @ 6:50am 
@jonkubatzki
Which part isn't working?
jonkubatzki Nov 25, 2024 @ 6:00am 
I followed everything you said but its not working
madman  [author] Nov 16, 2024 @ 8:38pm 
@jcardana
Yes it is possible. I have a proof of concept for Arizona and Nevada. You can download it here:
https://drive.google.com/file/d/1p7F58-ARSYPgUleH3hM3-87TxLoQv_Kv/view

It will change the LEFT TURN traffic lights in Arizona and Nevada as follows:
- Flashing red 4 secs before green light
- Steady green on priority green turn
- Flashing yellow on yield green turn
- Steady yellow 4 secs before red light

Place the downloaded *.scs file into your game "mod" folder and put it on the active mod list in game's Mod Manager, right on top of this Extended Traffic Light Timing mod.

Please note, SCS implementation for traffic light signals are very limited. There is no "yield until clear" signal when left turn signal flashing yellow. Most traffic light assets also shared across states so it is almost not possible to implement specific traffic light behavior for a certain state.
jcardana Nov 15, 2024 @ 9:36pm 
Is this possible... After the Green left arrows cycle and they turn yellow, can the then flash yellow while the main road is green? Maybe not flash but just be yellow?