Traffic Reborn [Free Edition] 1.7 Free

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Changelog

latest Version 1.7 Free · BeamNG.drive 0.39.x 4 weeks ago

Important: Traffic Reborn now needs Modslab Hub for its menu. It’s a small free mod with its own download. Put it in your mods folder next to Traffic Reborn, press G (or F3) and open the Traffic Reborn tab.

The free edition keeps everything from 1.6 and gets the new menu and all the fixes. New features from this release go to Pro.

New menu: Modslab Hub

  • Traffic Reborn is now a tab in Modslab Hub, one menu for all my mods. Tabs in Free: Traffic, Vehicles, Police, Police Mode, Sandbox, Performance. Pro also has Career and Races

  • Esc, the same key again or a click outside closes the menu

  • The old radial menu and the three UI apps (pool picker, pursuit HUD, performance panel) are removed. The hub adds itself to your layout and removes the old app boxes, so you don’t need to do anything

  • When the menu is closed, a small status strip shows traffic state, your wanted level and Police Mode status (in Pro also your shift and race)

  • Selected options are marked ON in every list, and the Traffic button shows “Spawning (N)” while cars are still coming in

  • Hand-pick is now one list of all traffic vehicles, modded first, with brand and number of configs on each line

  • Without the hub, traffic still starts and stops with its key, and the game tells you once that you need the hub for the menu

New default keys

  • Alt+X: spawn / stop traffic (was Alt+T, it clashed with another mod)

  • Alt+Y: take over the nearest car (was Alt+E, it toggles the front diff in six stock vehicles)

  • Alt+P is gone, the hub uses G or F3

  • “Open on the Traffic Reborn tab”, Chase and Bust can be bound in Options > Controls (Pro also has Race). They’re unbound by default

Under the hood

The internal name of the mod is now trafficReborn everywhere. Your settings and profiles from 1.6 are moved over automatically on the first start. If you had your own keys bound to the mod’s actions, you’ll need to bind them again.

Fixes

  • Changing settings while traffic was still spawning could add a second or third fleet on top, so you’d get 45 cars with a 20-car setting. Now a respawn waits until spawning is finished, and quick changes are combined into one

  • Stopping traffic while it was spawning left the cars that were still on the way

  • Freeze didn’t hold, any car the game respawned just drove off. Respawning is now paused while traffic is frozen

  • Freeze could leave driving behaviour and Police Enforce stuck after stopping and starting traffic again

  • Bring traffic to me put most cars 200 m or more away. Now it lines them up on the road right in front of you

  • A taken-over car left with Re-arm stayed in traffic without AI and just stood there. Now it rejoins traffic properly

  • Convoy, Takeover and Police Enforce could pick a hidden pooled car instead of one that’s actually on the road

  • Drone beacons and spike strips had no materials. Fixed, and the beacons glow now

  • The police helicopter fleet could rebuild itself every frame if one of its meshes failed to load, which ate a lot of FPS

  • A respawn queued right before changing maps could spawn traffic on the next map by itself

  • Convoy followers and abandoned takeover cars weren’t cleared when traffic stopped or the map changed

  • The hand-pick list showed internal names on BeamNG 0.39 (vehiclesData.something.Name) instead of real vehicle names

  • The FPS readout showed 0 fps unless Auto density was on

  • Auto density cut traffic right after every spawn because it thought the loading stutter meant a slow PC. Now it waits until spawning is done

  • Pre-warm could hide a random vehicle, possibly yours, if the game refused to spawn a warm-up car. Leftover warm-up cars are now cleaned up after a Lua reload

  • Some settings spawned traffic in the middle of a click instead of on the next tick, which could cause a stutter

  • The mod no longer loads the game’s traffic system while you’re in the main menu

  • Small stuff: police share is clamped, the spawn log shows the police share that was actually used, Police Mode doesn’t rebuild the vehicle list every frame anymore

If you are coming from 1.5 on BeamNG 0.39, read the Fixes section first. This release contains every fix that was planned for the 1.5.1 hotfix.

FREE EDITION

Performance Suite (new)

Traffic is the heaviest thing this mod adds, so now it can shrink itself instead of making you guess numbers. Radial: Pool > Performance.

  • Auto Density - measures your frame rate and thins out active traffic when it drops, then restores it once the frame budget allows. Only the active count moves and nothing is respawned, so there is no hitching, and your chosen density comes back on its own.

  • Target FPS - pick the frame rate it should hold: 30, 45 or 60.

  • Simple Vehicles - spawns the engine's lightweight traffic models. Much cheaper.

  • Apply Low-End Preset - one click for a weak PC: simplified models, low density, slow respawn and auto scaling, all at once.

  • Live readout in the menu, plus a new "Traffic Reborn Performance" app showing FPS, how many vehicles are active, and how many are pooled.

Police helicopter

The main rotor is a separate part now and actually spins. The airframe has a new two-tone police finish.

Everything that was Pro in 1.5 is now free

Police Mode (play as the cop, with the arrest system and auto next suspect), the dispatch radio, the one-click scenarios, the route arrows and notoriety are all in the free edition from this release on.

PRO EDITION

Everything above, plus:

Parked cars (new)

Fill a map's parking spots with parked cars so the streets are not empty between moving traffic. Radial: Pool > Parked Cars, cycling Off / Light / Normal / Heavy / Auto. They use the game's own lightweight parked models, so the cost is small, and they are cleared when you stop traffic. This needs a map with parking spots defined. Maps without them are skipped quietly.

Police tactics (new)

Police stop trailing you in a line. Radial: Sandbox > Pursuit > Police Tactics.

  • Intercept - a unit too far back to matter leaves the chase and drives to a point ahead of you, so you meet it head on. It rejoins the chase once you are near.

  • Box in - once you are nearly stopped, two or more units stop avoiding and pin you.

  • Press - collision avoidance is dropped and aggression scales with your wanted level, so high heat really does get you rammed.

  • Spikes - an intercepting unit that beat you to the spot lays a strip across the road.

Honest note: BeamNG gives no steering-level control over another car's AI, so a true PIT manoeuvre is not possible from a mod. This changes where units go and how hard they press, which is what actually reads as tactics from the driver's seat.

FIXES (both editions)

  • Fixed a crash loop that could stop maps from loading. An error was thrown on every single frame and written to the log with a full stack trace, which flooded the disk and could stall level loading entirely.

  • Fixed wrong-region police cars. The mod was picking police purely by how common a vehicle is, ignoring the police list each map ships with, which is why West Coast USA could hand you European or modded cop cars. It now loads the map's own list first, exactly like the game does. This applies to custom vehicle pools too.

  • Fixed the mod adding its police cars to traffic spawned from the game's own traffic menu. Vanilla traffic is now left completely alone.

  • Fixed the Hand-Pick Selector doing nothing on Alt+P or from the radial menu. It is a UI app and the button only toggles it, so nothing happened when the app was not on screen. Updating to 0.39 migrates UI app layouts, which is how working setups lost it. The mod now detects that, tries to add the app for you, and otherwise tells you on screen exactly where to add it. It also refreshes its vehicle list on open.

  • Fixed the AI taking over your own car after you stepped out on foot while traffic was running.

SETUP NOTES

The Hand-Pick Selector and the two HUD apps are UI apps. Add them once through the in-game UI Apps editor: "Traffic Reborn Pool", "Traffic Reborn Pursuit" and "Traffic Reborn Performance".

Works on BeamNG 0.39 and 0.38.

- BeamNG 0.39 compatibility:
- Rebuilt the traffic spawn call for the reworked 0.39 engine API.
- Police in Traffic works again on 0.39 and None / Some / Lots are meaningfully different once more.
- Custom and filtered vehicle pools now get police mixed in properly.
- One build runs on both 0.39 and 0.38.
- Fixed: the AI could steal your own car:
- Leaving your car now switches its AI off and keeps it off.
- The "Abandon" and "Re-arm" exit modes of Takeover are unaffected.
- Escalation is now free for everyone:
- The Most Wanted set (wanted levels 4 and 5, escalation profiles, automatic roadblocks, spike strips, reinforcements, and pursuit summary) moves to the free edition.
- Other:
- New low poly police helicopter as the lead air unit.
- Pursuit HUD reworked with clearer wording and a progress bar.
- PRO Only changes:
- Police Mode: Ability to play as a pursuing officer, arrest suspects, and use bindable keys for chase and bust.
- Route arrows: Red arrows drawn along the road to the suspect.
- Dispatch radio: Police radio callouts during pursuits.
- Scenarios: Five one-click traffic setups (Rush Hour, Night Chase, Convoy, Wasteland, Sunday Drive).
- Notoriety: Reputation system that increases police response based on escaped chases.

General
- Pursuit drones now show red and blue strobe beacons, visible at night, and the lead drone casts a searchlight onto the target.
- Drones follow whoever is most wanted, the player or an AI offender.

Free edition


- The full police and pursuit suite is now part of the Free edition (previously Pro): on-demand pursuits with wanted levels 1 to 3, Police in Traffic control, Police Enforce with reactive speeder detection and adjustable frequency, pursuit drones, and the live Pursuit HUD.

Pro edition


- Added escalation profiles: Mild, Aggressive, Relentless.
- Added wanted levels 4 and 5, with police that stop avoiding contact and push harder the higher you go.
- Police now set up roadblocks and lay spike strips that blow your tires when you cross them.
- Reinforcements: more police join in at higher heat.
- The drone fleet grows and a second spike strip goes down at maximum heat.
- Heat decay: stay out of sight to shake the pursuit, tuned per escalation profile.
- Added an end-of-chase summary: busted or escaped, level reached, and offenses committed.

Split into two editions: Free and Pro. Free includes all traffic control: intensity, vehicle pools and filters, driving behavior, takeover and live controls. Pro adds the full police and pursuit suite: enforcement, wanted levels, pursuit drones and the pursuit HUD

- Added Police Enforce: police automatically pursue traffic offenders when enabled

- Police now react to speeders that pass close to a patrol car

- Added enforcement frequency setting: Rare, Normal, Often

- Added a pursuit helicopter drone fleet that launches at wanted level 3

- Drones orbit above the target and follow whoever has the highest pursuit level, the player or an AI offender

- Added red and blue emissive strobe beacons on each drone, visible at night

- Added a searchlight from the lead drone onto the pursued vehicle

- Added a live Pursuit HUD app showing wanted level, heat and current offenses

1.1:
- Added new driving behaviors - give your traffic a personality: realistic, calm, aggressive, racers, slow, rush hour - plus Mix, where every car drives in its own style for a lively, varied flow. Switches live, saved between sessions, stacks with any Pool / Preset / Intensity. - Pre-warm - the selected pool's vehicles are pre-loaded in the background, so spawning custom/era/class traffic hitches far less (toggle in Pool - Pre-warm pool).

About Mod

Latest Version 1.7 Free
Game BeamNG.drive
Category Other
Game Version 0.39.x
Tags Gameplay
Downloads 7263
Created 4 months ago
Last Updated 4 weeks ago