Posted 18 October 2011 - 08:39 PM
Edited by MarkC9, 18 October 2011 - 08:56 PM.
I have to agree with the previous posts that have said combining TrafficFlowV5 with TrafficControlSystem has worked wonders. For those looking to understand the solution:
- TF loads 3-5cars ever 15 seconds into the memory from a list of 20 vehicles. While not much, it's not a huge problem (read below). TF will be used primarily to spawn COMMON cars.
- TCS spawns a random car every X amount of seconds and/or when variety is low. This is different from TF; it actually loads and SPAWNS the car, rather than simply loading it into memory. The result is you will get to see every car not listed in the above 20 in traffic at some point. TCS will be used to make sure even the rarest cars in the game show up from time-to-time; EVERY non-service car!
- The game's default traffic loader also still works. For instance I was in Hove Beach and Uranus' were spawning pretty regularly (one of 6-8 cars for a few minutes). I did not have the Uranus as one of the 20 cars in TF. This is effective as it allows us to skip including certain common cars within TF, which is already rather limited in terms of number of vehicles.
How to set it all up:
1) Download TrafficFlow and TrafficControlSystem (using this thread or google). You will need an asiloader (Xlive) as well as the ScriptHook files included with TF.
2) Install them and then locate the .ini file for TrafficFlow.
3) Simply pick 20 common cars you would like to see show up often. I picked 12 cars, 5 SUVs/pickups, 2 vans, and the Boxville (w/ custom IRL logos).
4) Keep in mind that as explained above, certain cars will spawn somewhat often (in certain locations at least) whether or not they are included in the TF ini. Cavalcade and Uranus are the two most obvious ones; they still spawn almost everywhere despite not being in my list of 20. Primo, Landstalker and Blista all spawn rather commonly as well (to a slightly lesser extent) so I've kept those out of the list. Keep an open eye while playing for cars that are showing up too often from your TF list. There is a chance they can be removed and switched for a car you aren't seeing enough of. TCS and the default traffic system are still working, so never be afraid that removing a car that pops up too often will cause it to never show up.
5) Be realistic! The default vehicle models are about ~500kB in size; their textures are about ~100kB. If you load the game up with 30 custom cars that have 3000kB models and 1200kB textures, don't expect this solution to work without lagging your game and it's textures. This is especially true if using ENB/iCEhancer as well. If you want to use custom cars, limit most of their sizes to 1500kB for model, 500kB for textures. That doesn't mean you can't load up some nicer looking higher defintion cars, but keep them to a few and avoid both placing them in your TF list and associating them with commonly spawned vehicles (ex. Cavalcade). Try to keep cabbys and police cars close to stock size as these ALWAYS stay loaded in memory.
@ikt: Thanks, that certainly helped (although 3.0 was crashing on start-up so I'm using 2.5 for vidmem). It's obvious to me that R* had no idea how video cards were going to improve over the years. It seems the game reads your cards core speed, ram amount, ram speed, and just decides the limits based off that. They didn't realize how the cards would become more efficient and how cards would be able to fix textures more efficiently these days.