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ikt

[IV]TrafficLoad

Recommended Posts

Kubigz
15 minutes ago, ikt said:

It's a horrible hack I wrote 9 years ago lmao

I think NTA's RIL.Budgeted is a better, more proper fix:

 

 

Personally, I think yours does better job. It adds cars to the traffic I never see normally. Plus, I don't have any add-on cars, so taxi bug is not my concern.

 

Anyway, I just tried older version and it seems working perfectly. So thanks! 👍

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Matfey
Posted (edited)
On 12/2/2019 at 3:56 PM, Matfey said:

Hello @ikt.
I use your script in conjunction with my modpack, in which almost all vehicles are replaced, with the exception of several models. It works great.
But I noticed that in the traffic never spawn Rancher and PCJ. Could you fix it?

 

On 12/3/2019 at 12:35 AM, ikt said:

Also take a look at NTA's RIL.Budgeted

Well, I decided to just combine your TrafficLoad and RIL.Budgeted and try to play like that.
And it worked! Rancher and PCJ not only began to appear in traffic, but the traffic itself became more pleasant and diverse.


Moreover - I noticed that Mule appeared in the spawn, which, as it turned out, also did not participate in the spawn, because I had not seen it before.
I noticed all the cars and motorcycles in the traffic, except for Perrenial2 and Feroci2, which spawn near the airport. They both did not spawn early and not spawn now. Bruh

 

My weight vehicles.img something about 450 mb, but in the .ini RIL.Budgeted I pointed500 mb.

 

This information is for those who may face the same problem.

 

upd

 

Also in TrafficLoad.ini traffic value is set to CarsPerCycle=20

In the game, traffic density is set to 100

Edited by Matfey
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