American Truck Simulator

American Truck Simulator

Extended Traffic Light Timing
308 kommentarer
Asqhalt 19. okt. kl. 0:11 
thanks for fixing it!
madman  [ophavsmand] 13. okt. kl. 22:36 
@grenaderacer222
In most cases it can be putting anywhere. But certain map mod may share traffic semaphores from base game and DLCs. Some traffic vehicles/density mods may also silently alter the semaphores. In that case, put this mod at higher priority than map mods and traffic mods.
grenaderacer222 13. okt. kl. 15:07 
New to using this mod, is there a suggested priority for this mod?
madman  [ophavsmand] 13. okt. kl. 9:35 
@Asqhalt
It's been fixed and updated. Thank you for the report. :steamthumbsup: :)
Asqhalt 12. okt. kl. 18:41 
i just checked in-game, in LA for example without this mod, the 2 way @ 1 way intersections, when tehre is a left turn green light the straight lights are also green, but adding this mod makes straight still red
Asqhalt 12. okt. kl. 18:32 
is it possible for the intersections between a one way road and two way road, when the 2 way road has the left green signal, can it also have the green straight signal? since the opposing direction can't turn left anyways
madman  [ophavsmand] 24. sep. kl. 2:01 
@palmerdanielle217
Yes. Read the mod description.
palmerdanielle217 23. sep. kl. 21:47 
does this work for 1.56 update???
madman  [ophavsmand] 16. sep. kl. 11:51 
@Caracarn
Try unsubscribe then resubscribing the mod. This will forcing Steam to refresh and re-download recent mod update.
Caracarn 16. sep. kl. 5:49 
Showing as incompatible in 1.56
xt487tx 15. sep. kl. 14:20 
Of all the mods I have, I can't help but rate this one as one of the few must have in your list.
You can actually make it through some green lights, instead of having to stop at every light because its red.
madman  [ophavsmand] 30. aug. kl. 4:48 
@LeaRoxy
This mod won't support the early stage of public beta version.
Reason: unstable. Lots of bugs. Beta version isn't intended to be used with mods.
LeaRoxy 29. aug. kl. 15:42 
1.56 ???? why this shit?
Dark & Realistic™ Madruguinha 14. aug. kl. 18:28 
@Wandering Mania
You're seeing the mod for the wrong side. It doesn't exist to have longer reds, but to have longer greens - but the longer reds are a consequence of it, for obvious reasons.
Wandering Mania 14. aug. kl. 13:13 
Dark & Realistic™ Madruguinha,
Yeah but in vanilla they last forever. I have no clue who would need them even longer. You sit at every light for a good 5 minutes.
Dark & Realistic™ Madruguinha 31. juli kl. 14:47 
@Gfoe
Playing vanilla maybe?
Gfoe. 30. juli kl. 11:23 
is there a mod to reduce the timing lights ?
madman  [ophavsmand] 22. juli kl. 7:01 
@luZk
Unfortunately SCS does not provides such thing in the game coding. We can't mod something doesn't exist, except through low-level code injection.
luZk 22. juli kl. 4:12 
Would it be possible to make a "change all traffic lights remote control?" Like force the lights to change by the press of a button, and if yes would you be willing to make this?
olakepro 9. juli kl. 9:38 
Alright
Thanks for keeping the good work @madman!
Ritchie 3. juli kl. 16:42 
Thank you for updating to 1.55 :steamthumbsup:
satan.ipod 2. juli kl. 6:03 
Thanks! Your mod is definitely essential . Have a nice day
Ser Pounce 2. juli kl. 2:33 
Thank you! :steamhappy:
madman  [ophavsmand] 2. juli kl. 0:20 
Mod update to support game version 1.55 is online now. Enjoy! :)
satan.ipod 1. juli kl. 18:07 
stuck in heavy traffic right now :)
satan.ipod 1. juli kl. 18:06 
thanks
madman  [ophavsmand] 1. juli kl. 12:33 
@olakepro
The ATS 1.55 public update came at an inopportune time as I was just 2 hours arrival at work. Mod update will coming in few hours, no longer than 24 hours for sure. :)
olakepro 1. juli kl. 8:35 
Morning, guess it needs an update now, huh? Yeah I'll be waiting with a modified version till it gets updated :D
madman  [ophavsmand] 22. juni kl. 14:25 
@TheLion
Beta 1.55 rolling just in a week, game assets aren't persistent yet. There's no point releasing mod updates 2-3 times in a week due to game asset changed frequently. Just be patient. :)
Lionv8 22. juni kl. 13:44 
@madman updated for beta 1.55?
madman  [ophavsmand] 12. juni kl. 2:03 
@Lookover12
Not hard but complicated. SCS design for traffic light semaphores are rather general than structural in mind. You'll find many duplicate patterns with equal duration and delay only to represent different pole models. There are also many patterns shared amongst different types (e.g. T and + intersections). Modify one pattern for T may affect other + intersections across the map. Modding traffic light pattern would be lot easier if SCS make them more structural in the first place.
Lookover12 12. juni kl. 0:06 
How hard would it be to make T intersections w/ 1 direction that has a LEFT TURN signal go green with the arrow instead of arrow only, then straight+right directions?

Just curious.
DINUKE7 22. apr. kl. 20:58 
I was frustrated with the too frequent traffic light intersections. Thanks to this mod.
Hey thanks @madman, I'm gonna give it a try.
SlimJimTim 1. apr. kl. 23:00 
Also downloaded the updated left turn yield mod and was in Kingman and Flagstaff and the flashing red and green arrow phases are working but not the flashing yellow arrow, like I mentioned before, I'm not sure if those phases have to be there for the flashing yellow arrow signal to work, or if you've added that, but they don't flash like that IRL. Not sure what's going on in AZ to cause the flashing yellow arrows to not flash. I am using Project Better Arizona but Flagstaff and Kingman isn't affected by that map mod (yes I'm aware it won't work with other map mods unless they are using the shared asset traffic light.) just thought you should be aware of that issue.
SlimJimTim 1. apr. kl. 21:13 
@madman No problem, hopefully my constructive comments have shed some light on how to make this mod better, again like I said hopefully it helps you in the future.
madman  [ophavsmand] 1. apr. kl. 6:00 
@SlimJimTim @Dark & Realistic™ Nessie

2) Making signal patterns equal for all states mean I need to modify every traffic signal 3D objects. There are about 912 objects (exclude upcoming Missouri DLC) need to be modified through Blender software and this is require more effort and time. The problem can be more complicated when SCS do some small reworks through regular patch updates at certain states, especially if these changes never mentioned in the change log.

By the way, I have updating the left turn yield mod to be working with game version 1.54. Thanks to @SlimJimTim who mentioned it. The download link is still the same as usual:
https://drive.google.com/file/d/1Tbqtu1vvef8RVAOfB8efHpCjFN9WJYf3/view
madman  [ophavsmand] 1. apr. kl. 6:00 
@SlimJimTim @Dark & Realistic™ Nessie
I always love constructive discussion. So far 2 biggest problems I'm facing:

1) ATS semaphores for traffic light signals were built with "shareable assets" in mind. This mean semaphores for one state may reusable for other states. To make specific left turn yield signals for a specific state, I need to redesign the whole semaphores and test them individually through map editor. So far, Arizona and Nevada have least shareable semaphores across other states, while Colorado, Oklahoma, and Wyoming need few modifications. This problem shouldn't be a problem if we create same signal patterns (i.e. flashing yellow on yield) for every states, but...

(cont.. due to 1k chars limit in comment)
SlimJimTim 31. mar. kl. 11:42 
@Dark & Ralistic Nessie
Yeah I get that, the add-on doesn't work for 1.54 so hopefully @madman can figure out something moving forward. It's a good concept, just needs some tweaks and research to make it a reality.
@SlimJimTim
Not dissing ProMods' work, but they basically just map new areas and reuse existing assets from the game. They don't create assets like the devs must do for every new area they add. So yes, even with less people than SCS, they just need one "traffic light modeler and researcher" to make it happen.

And seriously, I can't speak on behalf of anyone else, and I dunno madman in person, but I'm almost sure neither him nor ProMods guys mod for living, so I can't say they actually have all this time available to work on their respective projects.
SlimJimTim 29. mar. kl. 22:12 
@Dark & Realistic Nessie You do realize that ProMods team has less people working on their map project then is employed to work at SCS right? All I'm saying is that if ProMods can make it work on their map, then it would be nice if they could show a step by step tutorial on how to make a new model similar to theirs so that you could set a yield until clear during the yellow flashing arrow phase of the mod. I'm aware that @madman is a one man band and doesn't have the time to work on the project, but if it's so easy to put into the game then why has SCS waited so long to add it to the game.
brianbaker80 27. mar. kl. 20:44 
Thanks so much for updating that. Your mod along with a few others are the only ones that make this game playable to me.
Dark & Realistic™ Madruguinha 26. mar. kl. 22:07 
@SlimJimTim
If I understand madman's answer, the difference is that when ProMods team wants a semaphore with a different behavior, they simply create a new "model" for a new city/state/province/territory/country when needed, and they have enough human-power to spend time on this. And this mod here simply alters the behavior of existing ones. In order to do the same, the author would need to create a new "model" for every single city, and we're talking about a single-human work.

And tbh I don't think not having a blinking light depending on region is such a bugger or game killer. The more important thing is having the adjusted time anyway.
SlimJimTim 26. mar. kl. 21:54 
As far as there not being a option to allow traffic to yield until clear, there is a way, ProMods has this active in their Canada map, maybe you could ask them for some help and/or credit them for the steps. I hope you can tweak and make this work like I wish it could, cause SCS has no plans in the next 10 years to add what your trying to add. I give you effort though in trying to add a feature that should be in base game already since we use this type of left turn movement at almost every intersection in the US now. (cont.)
SlimJimTim 26. mar. kl. 21:53 
@madman It does work in Carson City as for other parts of the map in Nevada or Arizona I didn't see it working, not sure if something needs to be adjusted for each state or not but just wanted to share some feedback with the addon, it's weird to see flashing green and red arrows for each phase. I'm not sure if you live in the US or not but if not, the semaphore usually has a protected green phase, goes solid yellow then red, before dropping to a flashing yellow arrow as the green phase begins. The green and red arrows never flash during phases unless the intersection is in flash mode but even then only the main road has flashing yellow arrows and the side road has red flashing arrows beside the normal light semaphores.
madman  [ophavsmand] 13. mar. kl. 5:56 
@Fihnakis
It was actually my personal thesis and proof of concept, and I have no plan to make it public in near future (see my discussion with @jcardana in this comments section). The biggest problem is, each state not always have it's specific semaphore traffic signals. One semaphore signal mostly shared across states. Things get difficult when some state receive rework which mean mod update may takes more time.
Fihnakis 8. feb. kl. 10:23 
@madman Do you plan on releasing the flashing yellow mod for all states? Left turn yield is a welcomed addition to the game!!
madman  [ophavsmand] 27. nov. 2024 kl. 9:19 
@jonkubatzki
It seems the *.scs format does not inherit *.zip format. Try this one.
https://drive.google.com/file/d/1Tbqtu1vvef8RVAOfB8efHpCjFN9WJYf3/view

I've tested myself in Carson City (Nevada) and it works.
jonkubatzki 26. nov. 2024 kl. 5:51 
I'm in Nevada