Euro Truck Simulator 2

Euro Truck Simulator 2

Tiras Traffic Mod (v. 1.07)
Tiramisu  [developer] Dec 18, 2016 @ 7:25pm
Release Notes
Here I will report about future version changes. You can also make your suggestions in here.
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Showing 1-9 of 9 comments
Tiramisu  [developer] Dec 25, 2016 @ 8:45pm 
Changes in version 1.01:

  • Significantly better traffic density:
    - Raised max_vehicle_count from 150 to 350: This is supposed to raise the traffic density on motorways. You will see a lot more vehicles on motorways and sometimes nice small traffic jams.
    - Added the line
    spawn_road_rates []: (1, 1.0, 0.5)
    This lowers the maximum amount of cars on normal roads. So you will not see giant car lines on roads any more.
    - Slightly changed the parameters of the spawn_daytime_rates entries from 00:00 o'clock until 05:00 o'clock. This lowers the traffic density on motorways during night.
    - Lowered spawn_count_limit_modifier from 1.0 to 0.5, because max_vehicle_count should only be high for motorways.
    - Also Lowered spawn_count_limit_modifier from 1.0 to 0.4 on express ways to prevent huge traffic jams in cities.
  • AI does not slow down too much in curves or in highway exits. Also the AI changes lanes more fluently:
    - Raised ai_change_lane_time from 3.5 to 5.5
    and raised ai_change_lane_distance from 15.0 to 17.00
    in order to make AI lane changings more fluently.
    - Changed ai_speed_coef_curvature from (0.45, 0.45) to (0.55, 0.7)
    so the AI slows down less in curves. Also the AI does not slow down too much when using highway exits.
Last edited by Tiramisu; Dec 25, 2016 @ 9:01pm
Tiramisu  [developer] Dec 28, 2016 @ 6:01pm 
Changes in version 1.02:

  • Much higher motorway-traffic than in version 1.01:
    - spawn_daytime_rates reworked for all daytimes:

    I have found out that I get the best results for the traffic density if I use
    spawn_daytime_rates[]: (x, 4.0 , 0.40 )
    (at least this is true for my mod for ETS2 version 1.26), whereby the first parameter x is the daytime (a number between 0 and 1), the second parameter of spawn_daytime_rates is the spawn frequency and the third parameter is the count coefficient.
    I used to think that the traffic density on motorways become higher the higher the spawn frequency and the higher the count cofficient, but actually this is not true. It just causes too much traffic on roads if these parameters are too high.

    Another important discovery I have made, is that you get more traffic on motorways if you change these parameters slightly during a short time. So I have added more spawn_daytime_rates entries four rush hours in order to vary these parameters more frequently instead of changing them only every hour.
    More precisely I have varied the spawn frequency by adding +-1.0 or 0.0 to 4.0 and varied the count coefficient by adding -0.1 or 0.0 to 0.4. The variations of these parameters are done every 10-20 minutes during rush hours.
  • Much less traffic on roads/expressways:
    - Because of the lower spawn_daytime_rates parameters you will see less traffic on roads/expressways. I even had to raise spawn_count_limit_modifier and pawn_frequency_modifier for roads/expressways, because otherwise there would be too less traffic on these roads.
    - Also deleted the line spawn_road_rates.
Last edited by Tiramisu; Dec 28, 2016 @ 6:08pm
Tiramisu  [developer] Jan 4, 2017 @ 9:55pm 
Changes in version 1.03:

  • Significantly higher traffic density during rush hours and lower traffic density during nights (from 23-5 o'clock):
    - The most important change is that in the traffic_lane.sii file I have decreased the count and the frequency modifier for traffic_lane.road.motorway:
    spawn_count_limit_modifier: 2.3#in version 1.02 or older: 10
    spawn_frequency_modifier: 1.75 #in version 1.02 or older: 4
    In older versions of this mod these parameters were too high, i.e. they were not optimal for rush hours and they even increased the traffic density during night hours, which was not intended. This should be fixed in version 1.03.
    Also I have decreased the parameters of spawn_daytime_rates[] a little bit for night hours.

    - spawn_daytime_rates[] is variated during rush hours every 1.5 minutes (in game time not in real time). (In version 1.02 it was variated only every 15 minutes.)
    Also added a few phases with high spawn_daytime_rates parameter values followed by low values. High spawn_daytime_rates (i.e. high spawn frequency and high max vehicle coefficient) seem to increase the traffic density of vehicles with low speed in front of the player on motorways. Low values seem to increase the spawning vehicles with higher speed behind the player on motorways.
    So in theory first vehicles with low speed spawn in front of the player and then vehicles with high speed catch up with them, which should cause more traffic.
    Using too many phases with high and low parameters per hour might cause even less traffic. So at 16 o'clock there is only one such phase, at 17 o'clock there are 2 phases, 18 o'clock has 3 phases, 19 o'clock has 4 phase and 20 o'clock has no such phase. This should increase the traffic density until 19 o'clock when the traffic density is supposed to reach its maximum.
    (I used a similar pattern for the morning rush hours from 6 to 10 o'clock.)
  • Fixed Traffic lights:
    The duration of the overlap of red light phases is increased from 1.5 to 2.5 seconds. This causes much less AI chaos. (Thanks to rudiraserrr for his advice!)
    (For further details see my comments in the semaphore_profile.sii file.)
  • AI does not wait for ever at big junctions, which are not regulated by any traffic lights. So the AI behaves a little bit more aggressive, but it does not behave too dangerous:
    In have added the file traffic_rules.sii in my mod and added the traffic rule
    additional_rules[]: traffic_rule.major_road
    in the AI rules for traffic_rule.give_way and for traffic_rule.stop.
    In traffic_rule.stop I have also deleted the traffic rule
    additional_rules[]: traffic_rule.give_way.
    Additionally I have set the parameters of three num_params[] entries to 1 in traffic_rule.stop (lower values than 1 seem to make the AI less aggressive at junctions). However, doing this in traffic_rule.give_way would make the AI too aggressive. I think this is because the AI behaves much more careful at stop signs than at normal give-way-junctions.
    In traffic_data.sii I have added the line
    ai_cross_priority_wait_time: (55,55)
    which seems to make the AI a little bit more aggresive at junctions, but I am not sure how this works.
  • AI uses a little bit more space when waiting in queue lines:
    Increased ai_stop_distance from (0.10, 0.15) to (0.10, 0.30).
    A smaller AI stop distance has the advantage that the AI does not stop too early when there are other vehicles at junctions and does not cause too much traffic. However, I think that this is not too important in version 1.03 any more. A higher stop distance makes it easier for the player to get in line of a vehicle queue.
  • AI does not slow down too much when changing lanes:
    Decreased speed_lane_diff_coef from 0.1 to 0.05. However, I am not sure if this makes a real difference in the game.
Last edited by Tiramisu; Jan 4, 2017 @ 10:00pm
Tiramisu  [developer] Jan 8, 2017 @ 11:53am 
Changes in version 1.04

  • Added the following parameters in order to increase AI speed and increase the traffic density on motorways:
    - ai_speed_coef_night: (1.1, 0.7)
    - ai_speed_coef_fog: (1.0, 0.7)
    - ai_speed_coef_rain: (1.0, 0.7)
    - env_daytime_start: 4
    - env_daytime_end: 5
    The three parameters ai_speed_coef_night, ai_speed_coef_fog and ai_speed_coef_rain set the AI speed coefficients at night, at foggy weather and at raining weather (the higher the coefficient the higher the speed). I have chosen high values for these parameters to prevent that the AI vehicle speeds become too low. Low AI speed would cause less traffic on motorways, because there would be too little vehicles overtaking the player.
    AI vehicles are too slow during daytimes, so the daytime now starts at 4 o'clock and ends only one hour later at 5 o'clock. So the AI uses the speed coefficient ai_speed_coef_night also during daytimes. Note that the parameters env_daytime_start and env_daytime_end do not change the daytime graphics, only the AI traffic behaviour.
  • Improved the AI spawning behaviour for motorways:
    - Decreased remove_distance_backward: from 350 to 130 in order to decrease the number of vehicles, which drive too far behind the player and do not cause much traffic on motorways.
    - Added one more phase with high and low frequency at 6 and 16 o'clock (for further details see the release notes for version 1.03).
  • Increased the traffic density during 23, 5 and 12-14 o'clock a little bit:
    Increased spawn_daytime_rates parameters for 23, 5 and 12-14 o'clock a little bit.
  • AI does not slow down too much in curves. This also makes the traffic more fluently especially in roundabouts:
    Increased ai_speed_coef_curvature: from (0.55, 0.7) to (0.9, 0.7) (I also realized that the first value in the brackets needs to be higher than the second one, because AI with less patience/security should slow down less in curves).
  • The AI does not take too much time to overtake other vehicles on one laned roads any more. This makes the AI behaviour less risky:
    Decreased ai_overtake_time from 15 to 9.
Last edited by Tiramisu; Jan 8, 2017 @ 12:04pm
Tiramisu  [developer] Jan 20, 2017 @ 11:34am 
Hotfix in version 1.041):
Made compatible with Jazzys Modpack by deleting the less important "country" file according to rudiraserrr (thanks for the advice).
Dragon Mar 15, 2017 @ 6:44pm 
thes mod is not compatible with the new public beta 1.27
Tiramisu  [developer] Mar 29, 2017 @ 12:33pm 
Changes in version 1.05

  • - Made compatibel with ETS version 1.27:
    - Added the entries of traffic.vehicle_type.slow and traffic.vehicle_type.police in the traffic_vehicle_type.sii file.
    - Updated the parameters of the slow and fast vehicle files in the vehicle\ai folder in order to make them compatible with 1.27
    - Deleted the default vehicles in vehicle\ai, which where already included in the default version of ETS.
  • Fixed the "Infinite Train Spawn"-Bug in places like La Rochelle (thanks to Ruff Leif for reporting this bug):
    - Changed the following entries of rail.train and rail.train.high_speed in the traffi_lane.sii file:
    added the line spawn_count_limit_modifier: 0.4
    decreased spawn_frequency_modifier from 0.06 to 0.01
  • Added more trucks in order to make motorways more crowdy and more interesting. Also decreased the default spawning rate of police vehicles.
    - Changed the parameters of vehicle_type.truck in the traffic_vehicle_type.sii file:
    Increased spawn_max_count from 13 to 20
    Decreased spawn_ratio from 0.8 to 0.4 (I think decresing this parameter does not decrease the number of trucks on the player's lane. It seems to decrease the trucks on the opposite lane, which is actually helping to increase the traffic density on the lane of the player.)
    - Also changed the parameters of traffic.vehicle_type.police:
    Decreased spawn_ratio from 0.12 to 0.06
    Increased spawn_max_count from 1 to 2 (I don't like lonely police vehicles.)
  • Changes in traffic_data.sii:
    - Decreased spawn_frequency from 100 to 60. This should actually increase the traffic density on motorways.
Last edited by Tiramisu; Mar 29, 2017 @ 12:41pm
Tiramisu  [developer] Apr 17, 2017 @ 10:21pm 
Changes in version 1.06

  • Added more slower vehicles:
    Reintegrated some of the default vehicles from version 1.04 in vehicle\ai with lower maximum speed.
  • Closer spawning of the AI vehicles in front and behind the player's truck:
    - Reduced remove_distance_backward from 130 to 90. This deletes vehicles far behind the player's trucks that do not contribute much to the traffic density.
    - Also reduced spawn_distance_forward from 500 to 200.0. This results in AI spawning less far in front of the player's truck, so the player will see more slow vehicles like trucks driving ahead (this makes the simulation more immersive). However, this will sometimes cause the issue that the AI spawns in the range of sight of the player, but it will not be dangerously close to the player.
  • Changed AI behaviour when changing lanes:
    - Reduced ai_change_lane_time from 5.5 to 3.5
    - Also reduced ai_change_lane_distance from 17.0 to 14.0 in order to prevent the bug that AI vehicles sink into the ground or drive outside of the road boundaries (thanks to rudiraserrr for his hint)
    - Slightly reduced ai_overtake_time from 9 to 8 in order to prevent some accidents on roads.
Last edited by Tiramisu; Apr 17, 2017 @ 10:23pm
Tiramisu  [developer] Jan 6, 2018 @ 2:07pm 
Changes in version 1.07

  • Combatibility with ETS 2 Patch 1.30:
    - Deleted the old files traffic_rules.sii, traffic_lane.sii and traffic_rules.sii.
    - Added the new files traffic_rules.sii, traffic_rules_spawn.sui and trajectory_rules.sii (for now I have only modified the file traffic_rules_spawn.sui; I might modify the other files in future versions of this mod)
  • Changed Traffic Density for Patch 1.30: I have modified the AI spawn rates and the count limits (especially the high density roads) in traffic_rules_spawn.sui.
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