I solved it by changing strength to 100% and aggression to 1% from 0 (like in your first screenshot) and then enabled the "get back to race" option. Thank you!
I solved it by changing strength to 100% and aggression to 1% from 0 (like in your first screenshot) and then enabled the "get back to race" option. Thank you!
what CM says after failing to launch
make the traffic spawn in front of you going towards you
The U-turning method definitely helped, thank you! But there still doesn't seem to be that much traffic going towards me (I'm trying to simulate rush hour essentially). To fix that I changed the "spawn at" setting to 150, 150 and there's a lot of AI, but they keep trying to overtake and headon with each other. I think if the overtaking could be fixed the experience would be perfect but I imagine this one is out of our reach, isn't it? Anyways thanks for your time, you're amazing!To speed up the dispersal of the AI you need to do some U-turns in the beginning of the session. The AI flood in CSP works fine if you set the New AI Behavior > Min Distance to Player > 150 or more and by driving in opposite directions you can make it use both lanes earlier.
simulate rush hour essentially
Hi guys
I maybe just missing something, ive installed to high force track + traffic ive put the file in tracks after unzipping it. so all good but when i load the game it will not let me select the traffic option see in picture its not highlighted can someone help me?
HI Many thanks i will give the a try and let you knowFor classic loader try this
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The small driveways and opened gates looked too tempting and I reshaped the physics on the track so now we can have the ability to do some off-roading as well. And speaking of it - better to use the appropriate vehicles when you intend to roam the hills. Long travel and strong dampers in the suspension, AWD, grippy tires, etc.
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The traffic has better side lines and the AI don't wobble...
The track must be installed and present for my layout to work. It looks like this when installed
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That old screen shows the previous version of the traffic. In the new1 I thought I included all files that need to be added to the track for the two layouts to work when added to a clean track. Now I see that "traffic.kn5" is missing in the new upload. It is the same model as the old one and is not crucial for the loading so it is not the cause of your issues. Without "traffic.kn5" all cars start from the parking lot instead of the three points on the map. I will reupload the new1 with corrected content but for the "Unexpected error" that will make no difference. Some of the CSP and CM settings are causing it. Or a mod car with bad data. Try loading the traffic in track day with CSP switched off and Kunos cars only. If that works, next try to update CSP. The v 0.1.72 was problematic on my PC as it caused some tracks to literally disintegrate (i.e. Provence Alps) and others to stop loading. In the short time I had it I didn't attempt to load High Force so I'm guessing a bit.not present in pic above
NOTE 21-Mar-2021: I re-uploaded the update with corrected mistake. I forgot to include the "traffic.kn5" model which is needed for the clean install if you want the traffic to start from the three different spots on the map rather than the parking lot only.
If you are adding the contents of the new1 to your previous traffic version it already has the "traffic.kn5" and there's no need to repeat the install with this zip.
The file "pits.kn5" is also missing in your update compared to the old version, but it still stands in models_traffic.ini and models_roam.ini
What's wrong with this one?Can you make trafic for black cat county short 2 and 4 lane please?
erm what do you mean by main circuit folder?CM crash and reports "AI spline is missing or broken" in trackday mode to put the traffic on the road, at least for me...
Edit: Solved with drop the content of "traffic" folder in the main circuit folder.