[REL] Realistic Russian highways, Better tr. flow and other mods

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User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
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Location: Belgrade, Serbia

01 Sep 2016 11:56

Load order:
High traffic
Rudi's Rush hour
Fully/Semi-automatic tolls
Zoom
Less ferries
Longer brightness
EAA transmission
(you can permute them)
Improved semaphore cycles - 2 files
Better traffic flow for DLCs
Scandinavia Mod
Paris Rebuild
Better traffic flow for Rusmap (does NOT contain whole Realistic Russian highways Promods version)
Realistic Russian highways 6.1 Promods version
Realistic Russian highways 6.1
FLD prefabs
Promods def
Better traffic flow for Project Balkans
Rebuilt Hungarian interchanges
Paris rebuild
Better traffic flow for Promods
Deleted Europe (without above maps, except Rusmap)
Better traffic flow for Southern region
Better traffic flow for RK The greatest steppe
Then original mods.
...
Promods + Rusmap connection
...
Promods and Rusmap official load order
...

If you use Poland Rebuilding, put Promods def below Poland Rebuilding.

My main work is divided into 6 parts, and here are 4 more mods:

0. part: High traffic
http://promods.net/sm_forward.html?lnk=/3tys6r5ej5b1/High_traffic.scs.html
Because of the change in the AI spawn rate by SCS, I recommend Rudi's Rush hour.
"This mod is mostly designed to those players who like high traffic" For a long time, I have been using D.B. Creation's High traffic and Traffic Behavior mods, which I have improved continuously for personal use. After the release of the game version 1.26, my improvements became enough to work independently of D.B. Creation's mod. So I decided to create my Traffic mod, which I share with you. It has the following features:
– Different density on motorways, expressways, and small roads.
– Density depends on the time of the day: it is changing every 15 min.
– Globally, during rush hour traffic is very high and during the night: Small roads have almost no vehicles, Expressways a bit more traffic and Motorways have many vehicles, but much less than during the day, which is realistic since many people travel at night.
The probability of spawning cars is 90%, and for both buses and trucks is 5%.
P. S. Most of those characteristics don't apply. I won't delete it because one day, I will return them.
With high traffic, behavior and fluidity are very important, so I recommend to use this mod together with the following two mods:

1. part: Better traffic flow
Description:
This mod is mostly designed for those players who like high traffic and are bored with one lane-interchanges and stopping on tolls. However, high traffic causes traffic jams and slower traffic flow. My mod will increase the speed/fluidity of the traffic flow through the following modifications:
– I added semaphores on all crossroads where are at least 2 entrances with 2 lanes. I didn't do it on some crossroads in cities, between two crossroads with semaphores. I am sorry for the traffic lights in the air, adding poles takes too much time. For me, the most important is that semaphores are working. As some of SCS' crossroads (highway at-grade crossroads) don't have semaphores, use:
Promods def
Promods assets
Promods model 1
Promods model 2
Promods model 3
– I replaced most of (on Promods all) one-lane interchanges with two-lanes of the same type.
...on these maps:
Promods:
https://promods.net/sm_forward.html?lnk=/a7qur9a3umrq/Bett ... 1.zip.html BETA
Rusmap:
Download Realistic Russian highways Promods version, part 4. (out of date)
Southern region:
http://promods.net/sm_forward.html?lnk=/2vfi4zmgigu6/Bette ... 2.zip.html (out of date)
The great steppe:
https://promods.net/sm_forward.html?lnk=/257s3g99fel8/Bett ... 2.scs.html (out of date)
Project Balkans:
http://promods.net/sm_forward.html?lnk=/9d9jzc5mci59/Bette ... 8.zip.html (out of date)
EAA:
http://promods.net/sm_forward.html?lnk=/dkpb3zje6kao/Bette ... 4.zip.html (out of date, try to delete some of the northern sectors)
Hungary map:
http://promods.net/sm_forward.html?lnk=/ror1tx3rtrvg/Bette ... p.zip.html (maybe out of date, maybe not)
Also:
– On Russian open spaces, I discovered many cool hidden roads, and now you can see them on the map. (out of date)
On Promods, I improved:
– disappearing 2. lane before crossroad and appearing again in Sweden
and some more little things for better traffic flow.
Changelog: Better traffic flow doesn't support anymore, removing toll barriers. To keep this feature, use Automatic tolls.

1.1 part: Better traffic flow for DLCs
https://promods.net/sm_forward.html?lnk=/3jz72k30etfs/Bett ... 1.scs.html
I Fixed bad AI merge behavior on DLC's prefabs.
See more at:
https://forum.scssoft.com/viewtopic.php?f=225&t=244374

1.2. part: Automatic tolls
https://promods.net/sm_forward.html?lnk=/kvrn8o3z95ro/Auto ... s.zip.html
Description:
This mod converts half or all of old toll barriers from manual to automatic.
Unfortunately, it affects new tolls, but I can't prevent that.
Use 1 of 2 files.

2. part: Improved semaphore cycles
https://promods.net/sm_forward.html?lnk=/tj3m5bidt14g/Impr ... s.zip.html
Old version:
http://promods.net/sm_forward.html?lnk=/a3d7tvzom2ye/Impro ... s.zip.html
Description:
This mod is mostly designed for players who like high traffic and for players who don't like current semaphore cycles. However, high traffic causes traffic jams and slower traffic flow. To speed up the traffic flow, I changed the work of semaphores: mostly longer green lights (if you want), partially solved the problem of left turn (right turn in the UK), removed red-yellow light, and allocated those seconds to green light.
Use only one of 4 "Semaphore ..." files.

3. part: Rebuilt Hungarian interchanges
soon
Description:
I rebuilt most of the standard SCS' interchanges in Hungary and modify highways to the real number of lanes (for example, the bridge over the Danube now has 4+4 lanes).
Budapest is now accessible directly from M1 and M3. I know that they aren't realistic, but it is better than nothing.
Promods is required.

4. part: Realistic Russian highways
Promods version:
https://promods.net/sm_forward.html?lnk=/pja114itnabv/Real ... 2.zip.html BETA
Non-Promods version:
soon
FLD prefabs:
http://www.mediafire.com/file/82cc3jw7z ... by_fld.rar
Description:
I am rebuilding the road network on Rusmap, mainly rebuilding interchanges and modifying highways to the real number of lanes.
There are 2 versions: Non-Promods, but compatible with Promods, and Promods version with Better traffic flow for Rusmap.
Only Rusmap is required and, logically, Rusmap and Promods for Promods version.
Unlike non-Promods version, the Promods version has a bit more realistic interchanges and roads, including more semaphores, where are in real life, and very realistic navigation signs on some roads.
Since the 6.1 version, the non Promods version is required for the Promods version because of easier updating.
Better traffic flow Rusmap contains the Promods version because it is more realistic than the original Rusmap, but it is required: I removed assets in the Better traffic flow file in order to reduce total size.
I didn't make Better traffic flow for non-Promods version because you must use Promods assets for full benefit.
Changelog:
V. 1:
– St. Peterburg ring road (officially KAD) is rebuilt.
– I rebuilt a total of 6 interchanges and built 2 new, including replaced crossroads.
V. 2:
– Whole M10/E105 between St. Peterburg and Moscow is rebuilt: new interchanges and correct road profiles.
– Both parts of the new highway M11 are built (from 2 to 5 lanes). I can't be proud of the quality, but, sections aren't long, so you won't feel it.
– Moscow Ring Road (officially MKAD) is rebuilt, extended to a full circle, and widen to at least 5+5 lanes.
– M9/E22, M1/E30, M3/E101, M2/E105, and M4/E115 from Moscow to A108 are rebuilt and widen to 3+3 and 4+4 lanes. I couldn't wide M3/E101 because of crossroads, so I had to build a new road and interchange with the ring road on the bridge and keep the old road on the ground, under them.
– According to the Russian government decision, I increased the speed limit on M2/E105, M4/E115, and M9/E22 to 130 km/h.
– All those roads except M4/E115 and M5/E30 don't lead directly to Moscow. You must exit from them. That is because they have 5 lanes and crossroads only 2, so it is the only way to avoid big traffic jams.
– I rebuilt a total of 18 interchanges and built 16 new, including replaced crossroads.
V. 2.1:
– M3/E101 from Moscow to Kaluga, rest of M1/E30, roads around Smolensk and M9/E22 near Velikiye Luki are rebuilt: new interchanges and correct road profiles.
– Fixed low bridges bug.
– I rebuilt a total of 25 interchanges and built 22 new, including replaced crossroads.
V. 3:
– M2/E105, M4/E115 to Tula, roads around Tula, and the rest of M9/E30 are rebuilt: new interchanges and correct road profiles.
– Moscow and St. Petersburg (MKAD and KAD) are much optimized in terms of FPS.
– As much as possible realistic signs using only vanilla assets are added on all rebuilt roads.
– In Promods version, on St. Petersburg ring road and M11 around Vyshny Volochek, those signs are replaced with very realistic signs.
– According to Russian law, speeding is punishable for at least 20 km/h. Therefore you will be able to see strange speed limits like 79 and 109. Maximal allowed speed is 149 km/h on some roads.
– I rebuilt a total of 29 interchanges and built 23 new, including replaced crossroads.
V. 4:
– The interchange between M18 and road Kirovsk-Shlisselburg is rebuilt.
– M4 around Voronezh is rebuilt: new interchanges and correct road profiles.
– New highway M4 (which is highway unlike old M4) is built.
– I rebuilt a total of 32 interchanges and built 26 new, including replaced crossroads.
V. 5:
Belarus:
– The whole M1 except near Minsk is rebuilt: new interchanges and correct road profiles.
– M4 near M5 is slightly rebuilt.
– The whole M5 is rebuilt: new interchanges and correct road profiles. Now the whole road has at least 2+2 lanes.
– E95 from Gomel to Nevel is rebuilt: new interchanges and correct road profiles.
– Vitebsk ring road is rebuilt: new interchanges and correct road profiles. The outer half-ring road is removed.
– M10 is rebuilt near Pinsk: new interchange and correct road profile.
– I rebuilt a total of 43 interchanges and built 35 new, including replaced crossroads. About 6 other interchanges are scheduled for rebuilding.
Only in the Promods version:
– M8 and M10 have emergency lanes.
V. 6:
- The map is connected with Baltic DLC while as much as possible Rusmap content is saved.

5. part: Deleted Europe:
https://promods.net/sm_forward.html?lnk=/4zsup1e0d3up/Dele ... e.zip.html
There is an option to delete the whole Europe map. It is useful for ferry-addon maps, like ROC, or for far away addon maps, like Russian open spaces. Now you can drive only on addon map(s). I kept Calais for the ferry connection. The reason is: when I wanted to drive on addon maps and searched for a job, mostly they are from one European city, like Rotterdam or Lille. Then I drove many times on the same roads and it became boring.
It is also very useful for modders. You don't need to open and save the whole of Europe every time.

6. part: Island map (a separate part)
https://promods.net/sm_forward.html?lnk=/xt21fs9bmsat/Island_map.zip.html
Description:
Island map which seems to be forgotten is recovered and placed as an addon in the Tyrrhenian Sea. It is connected with Europe via Calais. If you want semaphores on almost all crossroads, use ASSETS, if you don't use Promods and Southern region.

7. part: Less ferries
https://promods.net/sm_forward.html?lnk=/ey9rd06bk1l5/Less ... s.zip.html
Description:
Because the job generator uses ferries when possible and pay nothing for ferry mileage, and also it cancels the opportunity to explore roads, I remove many ferries, and I kept only the necessary. On example, on EAA map, you can jump from the Rio Grande to Vitoria or Santos via Calais, which is unreal. Therefore I removed all ferries from Europe to EAA except Calais - Santos. One more example: You can jump from Kristiansand to Bergen with ferry and it is almost impossible to find jobs with reasonable salary via road. I left only 2 ferries between Denmark and Scandinavia, and no ferry between the Norwegian cities.
If you want to retrieve some ferries, just go to def/ferry/connection and delete the corresponding file. If it doesn't help, delete both cities from def/ferry.

I have other useful mods:

7. Zoom
https://promods.net/sm_forward.html?lnk=/1d6pki1gvtqn/Zoom.scs.html
– With this mod, you can see any part of the map whichever map you use.
– This mod little changes four different zooms so that you have a better view of the job chooser.
– Also, discovered and undiscovered roads have the same color (gold and grey) in the job chooser and map.

8. Longer brightness
https://promods.net/sm_forward.html?lnk=/fp92ytmughob/Long ... s.scs.html
This mod fixes sunrise and sunset to time which they have on 22. June because it has the longest day in the year and you can watch the landscape as long as you can, even in winter. Give mod higher priority than other weather mods.

Thanks to Cipinho for improving my bad English.

Old 1. post:

Hi all!
I like heavy traffic (like D.B. Creation's High traffic). Logically, traffic jams are very frequent. My goal is to increase traffic flow as much as I can.

I live in 2 million populated Belgrade. For at least 10 previous years, I watched the working of semaphores and the measured duration of green and red light. Now, I know the duration of each red and green light and complete working of semaphores in almost all city center and not a little on suburbs. Not working of each independently, but working of complete networks of dependent semaphores. I decided to use this knowledge and increase traffic flow with changing semaphore profiles. I will post videos later (it may take longer because it will be my first screen capture.
Questions for developers:
I need to separate profiles for standard city crossroads to crossroads with 3 and 4 accesses. How to make new profiles?
Is it possible to make one profile for the whole city? It will be fun to make and the best possible traffic flow (including "green waves").

With heavy traffic, passing crossing with the main road (if it has at least two lanes in one direction) is almost impossible (straight or left). Turning left from the main road is possible, but very hard. So, I set semaphores on all highway crossroads (at-grade) and probably I will set them on crossroads where are at least 2 accesses with 2 lanes (in the direction to crossroad).

Next, Belgrade has one highway access from the south. Near the city, the toll has about 14 lanes and 2 lanes for electronic payment.
In summer and at the end of the weekend, you must wait (if you don't know trick) at least half-hour. The biggest toll, which I saw, is near Athens with 26 lanes. Therefore, 4 lanes for toll are not enough and I remove barriers and vehicles don't stop.

Final,
Image
As you know, this interchange kills traffic flow. I replaced all such with 2-lane intersections. I hope that I will be able to keep this mod compatible with Promods.
Last edited by brainiac on 03 Nov 2023 12:44, edited 247 times in total.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

User avatar
MandelSoft
Lead Developer
Posts: 3835
Joined: 08 Aug 2013 10:48
Location: Delft [NL]

01 Sep 2016 12:27

I'm afraid you are quickly running into limitations:

1. Traffic lights cannot be linked through multiple intersections. A semaphore profile starts to run once the intersection is being loaded. So when it is getting rendered, the traffic light sequence starts. Since each intersection is being loaded at a different time, it it's impossible to sync them in any way. This rules out green waves or any other co-ordinated traffic light management.
2. Making one big prefab is also not an option; a prefab can have at most four connection points. This rules out any complex intersection without breaking up the prefabs.
3. It is not easy to change the semaphore profile of an intersection. The tricky part is that the traffic lights are integrated in the intersection prefab itself. This is also the reason why some intersections lack traffic lights altogether. In the prefab data, the traffic lights are all defined by dummy models. Each of these dummy models has a position, rotation and more importantly, the name of the traffic light profile it references to and the ID of the traffic light from said profile. This implies that in order to change the assignment of a traffic light profile to a prefab, you have to change the prefab itself in order to do so. And if you don't know how to do that (you'll need ZModeler for this or Blender Tools + conversion tool), it will be a pain. Moreover, we already changed up some prefabs to allow certain things (median traffic lights, enable traffic lights on large intersections) or to fix SCS their traffic lights, which makes the whole process even more complicated.
4. You can't have more than 8 lanes in one direction. This is a game limit.

And by the way: all those single-lane interchanges are scheduled for rebuild at some point, but we don't know when. It highly depends on how our projects are going. But as you can see, there are none of them left anymore in Belgium, they are significantly reduced in Poland and in most of Germany they are gone too. And we are not planning to build any new ones of this kind anymore.
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

01 Sep 2016 12:37

Thank you for answers.
I know that you are not planning to build new such. Waiting for rebuilding all is too long (many hours in traffic jams). My mod is temporarily solution.
I found 5 such in Promods' France (west of road Paris - Calais).

How to find prefab properties? base/prefab/cross folder is empty, when I use scs extractor.
Last edited by brainiac on 01 Sep 2016 20:18, edited 1 time in total.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

01 Sep 2016 20:08

To increase traffic flow on crossroad, I abolished red - yellow light (before green) and its few second I added to green. Also, when yellow light switch to red, next green switch immediately. Green lights are longer, but not too long; usually 30 secs.
The main problem is turning left. As I can't forbid it, here is my solution (in fact, there shoud be semaphores for left, remaining semaphores didn't change working):
Before changing semaphore profile:
https://www.youtube.com/watch?v=aMDUHeA ... e=youtu.be
After:
https://www.youtube.com/watch?v=pvufGm_ ... e=youtu.be
Is it possible to forbid left turn (of course, player always can)?

I made green wave on one prefab:

https://www.youtube.com/watch?v=y1oDLMa ... e=youtu.be
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

19 Sep 2016 20:31

I changed some other things on maps. Changes include much less ferries (look more on http://www.promods.net/viewtopic.php?f=2&t=3&start=130 ) and unhidding hidden roads. On example Russian open spaces has above 15 hidden roads, some of them are very long.
I worked on Promods, Rusmap, EAA, Project Balkans, ROC, ROS, PJ Indonesia, Eldorado, Tasmania and one (soon two) map which is forbidden to talk about .
If anyone is interest in some of my mods, please write here, or in PM. Otherwise, I won't publish it.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

22 Sep 2016 20:59

Last edited by tkk7406 on 23 Sep 2016 14:20, edited 1 time in total.
Reason: Moved topic to appropriate forum
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

xela1961
Posts: 231
Joined: 22 Feb 2016 00:55

29 Sep 2016 11:08

Hey guys... did you play with ATS after new update ????
I have new kind of traffic lights, for Left have green, and for straight ahead and right was red !!!!

Can we have in ETS too, this kind of traffic lights ????
Oh, Yes, I have even interstate10.

User avatar
LoaderSaints
Posts: 1754
Joined: 31 Mar 2014 13:49
Location: Uusimaa, Finland
Contact:

29 Sep 2016 13:11

ETS2 already includes some traffic lights which have separate light phases for turning traffic (at least with ProMods). ;)
Image

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

29 Sep 2016 13:36

xela1961 wrote:Hey guys... did you play with ATS after new update ????
I have new kind of traffic lights, for Left have green, and for straight ahead and right was red !!!!

Can we have in ETS too, this kind of traffic lights ????
Oh, Yes, I have even interstate10.
I don't understand which problem you have.
LoaderSaints wrote:ETS2 already includes some traffic lights which have separate light phases for turning traffic (at least with ProMods). ;)
ETS' semaphore profiles are done very bad. On street with totaly 4 lanes, you can pass quickly only through right lane. In left lane, it is very slow. If you think on prefab junction between highway and city 2, which have 2 semaphores, greens are very very short and it haven't green wave.
Promods also has these problems, which I fixed.
If you thought on that.
The most dramaticaly example is semaphore on roadworks. 18 sec for green and, I think, 36 sec for red???? I set 57 and 63, which are acceptible.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

13 Oct 2016 22:44

Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)



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