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Best GTA V yet...


  • Banned

    Been trying for ages to find the perfect balance with traffic and ped densities, while using multiple vehicle replacements, with RDE, and WITHOUT the heinous levels of pop-in. Yesterday, I experienced a GTA V like I never have before, and it was wonderful.

    One of the problems I had in the past was that for some reason,the traffic densities in the countryside was WAY over the top, while traffic in the City was a bit underwhelming. In the gameconfig, I noticed an attribute "vehiclespacing". In looking over what the values were for each, I realized that the mod author had every single entry set at far to low a number. There are fifteen base values. Hmmmmmm.... using my own logic, I reasoned that these entries either apply to different regions within the game, or that they rotate every x amount of time? Never can be to sure, so I started experimenting with that, and with a few other changes to other values, and traffic is more closely resembling real-life according to where you are in the game-space.

    In the past I struggled with getting traffic to double during rush hour. I had been using values in popcycle to do this, by simply doubling traffic densities between 4-6 and 6-8 am, and yet while I saw minute changes, it didn't seem to have the affect I was aiming for. I decided that the city is harder to emulate real-traffic flows because of traffic coming multiple directions, often to four-way stops, while in the Country, they are mainly long winding roads.

    It still is not perfect but much better, and the pop-in, while still existing, is so much more under control, and barely noticeable.

    There are a group of settings, though, that I want to experiment with, but have NO idea what they do. Shown below, does anyone know what these values are to affect when modifying them?

    <VehicleKeyholeShapeInnerThickness_Base value="20"/>
    <VehicleKeyholeShapeInnerThickness value="20"/>
    <VehicleKeyholeShapeOuterThickness_Base value="40"/>
    <VehicleKeyholeShapeOuterThickness value="40"/>
    <VehicleKeyholeShapeInnerRadius_Base value="80"/>
    <VehicleKeyholeShapeInnerRadius value="120"/>
    <VehicleKeyholeShapeOuterRadius_Base value="185"/>
    <VehicleKeyholeShapeOuterRadius value="215"/>
    <VehicleKeyholeSideWallThickness_Base value="60"/>
    <VehicleKeyholeSideWallThickness value="60"/>
    <VehicleMaxCreationDistance_Base value="225"/>
    <VehicleMaxCreationDistance value="255"/>
    <VehicleMaxCreationDistanceOffscreen_Base value="50"/>
    <VehicleMaxCreationDistanceOffscreen value="50"/>



  • Might you post some screenshots from the game itself? would be dope to see this


  • Banned

    @HeySlickThatsMe Yeah, I will be doing that later today or tomorrow.



  • @eshenk Make sure to make backups everytime you edit something , because i don't want to hear "Sorry guys , i lost the files" lol


  • Banned

    @HeySlickThatsMe I make backups for every edit I make, it would NEVER be an issue for me.



  • also these are propably related to vehicle spawning
    <VehicleMaxCreationDistance_Base value="225"/>
    <VehicleMaxCreationDistance value="255"/>
    <VehicleMaxCreationDistanceOffscreen_Base value="50"/>
    <VehicleMaxCreationDistanceOffscreen value="50"/>
    For example VehicleMaxCreationDistance_Base is how many vehicles will create when looking somewhere while off screen.... well its offscreen , for example behind the player



  • @eshenk said in Best GTA V yet...:

    <VehicleMaxCreationDistance_Base value="225"/>
    <VehicleMaxCreationDistance value="255"/>
    <VehicleMaxCreationDistanceOffscreen_Base value="50"/>
    <VehicleMaxCreationDistanceOffscreen value="50"/>

    My guess on those, is they are for how far away from the player a new vehicle can be spawned into the map, the top two being related to the area of screen that is in view and the bottom two being the area out of view.

    So if you are looking in a direction, you want cars to spawn as far into the distance as possible, so you don't see it happen. But out of view, it wouldn't matter, so it can happen much closer to keep the density of traffic higher.


  • Banned

    @LeeC2202 That was included by mistake, it was the odd naming of the vehiclekeyhole values. Vehicle key hole?



  • @eshenk It could actually be the keyhole in the car door perhaps... they seem very model/mesh related terms to me.



  • <CityDensity value="1.400000" /> downtown is heavy trafic all the time,vehicles even crash into each other on bigger lanes becouse they were too close when the one in the front stoped. it ressemble the transition when they are in a packed jam. i leave it at 1.2 becouse i like to travel and not be stuck in traffic but still have enough vehicles in lines to ressemble real life.
    i though this was for peds, but peds seem caped at 100.


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