Euro Truck Simulator 2
American
Truck Simulator
Smart Gates, Parking and Safety Buffers (SGSB) — v4.1.1-81526(Midnight Train)
"The House That Code Built"
A Note from the Developer
This project is dedicated to the glory of God. Every mile driven and every line of code written is an expression of gratitude for the journey. May this mod bring a little more order, peace, and grace to the virtual highways we all travel. This is our first mod ever, so please extend us some grace!
Full Release Log
https://github.com/insanity35/Smart-Gates-Tolls-and-Safety-Buffers
**NOTICE NEEDS TO BE ABOVE SOUNDFIXES!!!
**Prefab Gates (Hardcoded)*I Cannot change values unless someone can teach me ats map editor. I cannot mess with prefab gates or "dumb gates"*
Army Gate Next To OHare Airpot, Union Pacific, Albuqureque, DOW in Illonis
**Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. Tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.*
The Problem: "Gate Lag"
After years of long-haul trucking in American Truck Simulator, we know that immersion is everything. Nothing kills the flow of a delivery faster than "gate lag"—that frustrating moment when you are at the yard threshold, waiting for a barrier to crawl open while your multi-ton rig is already stalled out.
The Solution: Smart Gates & Safety Buffers
The Solution: Smart Gates & Safety Buffers
SGSB is the definitive logic overhaul for gate operations. We have stripped away the inconsistent, immersion-breaking triggers of the base game and replaced them with a standardized, high-performance logic set.
Whether you are hauling heavy cargo into a Phoenix warehouse or navigating a tight depot in the Midwest, your gates will now respond with the reliable precision a professional driver expects. Built by a driver, for drivers.
Native Dynamic Parking System (New in v4.1)
Version 4.1 introduces a built-in, native dynamic parking framework engineered completely from scratch for SGSB. Designed to eliminate legacy mod conflicts, this standalone system utilizes custom-isolated namespaces to manage rest area slot snapping, high-precision company loading bay alignment, and weigh station queue spacing. It integrates seamlessly with your map configurations and ATS parking settings, delivering enhanced realism and fluid staging entirely on its own engine logic.
Quick Reference
SGSB v4.1(Midnight Train)
https://github.com/insanity35/Smart-Gates-Tolls-and-Safety-Buffers
Official Release Information
Current Version: v4.1.1-81426(Stable)
Official Launch Date (v1.0): Tuesday, July 14, 2026
ATS Compatibility: v1.60.* branch (Until SCS breaks the core gate code)
Development Environment: Ubuntu 26.04 LTS via Linux
Architecture: Pure definition-only (.sii) layout
Version History & Changelog Evolution
v4.1.1-81526
llinois DLC Hookup File (animated_gate.dlc_il.sii):
Updated the unit name for the Chicago underground gate variant to ag_il_chund to comply with ATS engine naming formatting rules and clear parsing errors.
Preserved all core Illinois DLC definitions including Chicago, Springfield, and construction fence gate hookups.
Parked Vehicle Physics File (parked_vehicle.sgsb.sii):Removed the unsupported attribute forced_flare_parking: true from all night-time vehicle profiles to resolve engine startup errors regarding invalid attributes on parked_vehicle units.
Retained the complete range of commercial, passenger, vintage, truck, emergency, and AI fallback configuration sections. Master Universal Gate Hookup File (animated_gate_3.sii):Kept the vanilla-accurate unit name format anim_gate01.2m intact. Standardized sound references (sound_path: "/sound/world/gate_iron.soundref") across the directional rotary and industrial gate groups.
v4.1.0-81426
New Feature: Native Dynamically Parked Vehicle SystemIntegrated a complete, custom-coded parked vehicle suite directly into SGSB to permanently replace outdated and conflicting third-party workshop dependencies.Namespace Isolation (sgsb.)
Fully prefixed every unit definition (e.g., sgsb.suv.always.parked.physics, sgsb.truck_trlr.always.parked.physics) to prevent base-game and cross-mod naming collisions, entirely eliminating "duplicate unit definition" errors in the game log.
Expanded Vehicle Staging & LayoutsAdded robust configuration nodes for bobtails, full truck-and-trailer combinations, box vans, SUVs, pickups, city service vehicles, and police/emergency units.Advanced Environmental LogicEmbedded native timing parameters (probability_day, probability_night) and precise alignment tags (rear_align) to handle automated day/night cycles and dock-backing behavior at truck stops and warehouses.Editor Workflow
OptimizationOrganized all custom parking locators to group cleanly under the sgsb search filter within the ATS Map Editor for fast and efficient level design.
Recommended Load Order
To ensure the custom safety buffer parameters take priority over world geometry data, organize your mod manager as follows:
-Top-
Background Maps
SGSB(Only for sound files I attached to gates)
SoundFixes
Global Traffic & AI Density Mods
Map Expansion Mods (ProMods, Reforma, etc.)
-Bottom-
Support, Feedback & Conflict Notices
Conflict Notice: This is a standalone global logic override. It will conflict with other mods that attempt to modify the same global gate animation or trigger definitions (animated_gate blocks).
Depot Reporting Protocol
If you encounter a specific yard, toll plaza, or logistics depot anywhere on the map that still feels "off" or doesn't trigger correctly, please drop the City and Company Name in the comments section. Feedback will be logged and prioritized for our upcoming maintenance hotfixes.
Credits & Technical Acknowledgments
Development Group: Smoke Show Studios & Smoke Show Creations
Lead Developer & Tester: meanshadows35
Co-Developer: mrh368
Technical Consultant: Overdrive
A massive shout-out to our three-person team for pulling this together, and special thanks to the entire trucking community for the incredible passion and feedback that keeps our virtual roads moving forward. We pray this turns into an excellent long-term resource for the community!
Developed natively on Ubuntu 26.04 LTS
Mod testing powered by thezk sk-zk Extractor tool (https://github.com/sk-/Extractor)
Built using the official SCS Uploader tool running under Proton
Thank you to SCS Software for the robust modding ecosystem
Glory To God — Soli Deo Gloria
Trucky Mods: SGSB (Smart Gates and Safety Buffers)
Steam Workshop: SGSB (Smart Gates and Safety Buffers)
GitHub: SGSB https://github.com/insanity35/Smart-Gates-Tolls-and-Safety-Buffers
You are not allowed to upload this file to other sites under any circumstances.
You are not allowed to modify or improve my file under any circumstances.
You are not allowed to convert this file under any circumstances.
You are not allowed to use assets of my file under any circumstances.
v4.1.1-81526
Parked_vehicle errors sgsb prefixes removed in file
llinois DLC Hookup File (animated_gate.dlc_il.sii):
Updated the unit name for the Chicago underground gate variant to ag_il_chund to comply with ATS engine naming formatting rules and clear parsing errors.
Preserved all core Illinois DLC definitions including Chicago, Springfield, and construction fence gate hookups.
Parked Vehicle Physics File (parked_vehicle.sgsb.sii):Removed the unsupported attribute forced_flare_parking: true from all night-time vehicle profiles to resolve engine startup errors regarding invalid attributes on parked_vehicle units.
Retained the complete range of commercial, passenger, vintage, truck, emergency, and AI fallback configuration sections. Master Universal Gate Hookup File (animated_gate_3.sii):Kept the vanilla-accurate unit name format anim_gate01.2m intact. Standardized sound references (sound_path: "/sound/world/gate_iron.soundref") across the directional rotary and industrial gate groups.
v4.1.0-81426
New Feature: Native Dynamically Parked Vehicle SystemIntegrated a complete, custom-coded parked vehicle suite directly into SGSB to permanently replace outdated and conflicting third-party workshop dependencies.Namespace Isolation (sgsb.)
Fully prefixed every unit definition (e.g., sgsb.suv.always.parked.physics, sgsb.truck_trlr.always.parked.physics) to prevent base-game and cross-mod naming collisions, entirely eliminating "duplicate unit definition" errors in the game log.
Expanded Vehicle Staging & LayoutsAdded robust configuration nodes for bobtails, full truck-and-trailer combinations, box vans, SUVs, pickups, city service vehicles, and police/emergency units.Advanced Environmental LogicEmbedded native timing parameters (probability_day, probability_night) and precise alignment tags (rear_align) to handle automated day/night cycles and dock-backing behavior at truck stops and warehouses.Editor Workflow
OptimizationOrganized all custom parking locators to group cleanly under the sgsb search filter within the ATS Map Editor for fast and efficient level design.
v4.0.5-81326
Extended Trigger Range Parameters: Fine-tuned the proximity and distance thresholds in the gate hookup definitions to accommodate long trailers, multi-axle setups, and heavy haul configurations without premature closure.
Hookup Indexing & Stability: Streamlined dependency structures, achieving a clean mount of 110 addon hookups with zero loading errors or engine crashes.
**Prefab Gates (Hardcoded)*I Cannot change values unless someone can teach me ats map editor I can mess with prefab gates or "dumb gates"*
Army Gate Next To OHare Airpot, Union Pacific, Albuqureque, DOW in Illonis
**Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. Tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.*
v4.0.4-81126Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.[GROUP 1] bumper to 22.0 trigger distance and orientation 55.0Illinois DLC Added: Integrated Chicago underground gates, construction fences, and Springfield panoramic assets.Texas DLC Overhauled: Fixed and expanded gate ranges for regional cities, border checkpoints, oilfields, and major ports (Houston, Galveston, Brownsville, etc.).Universal Range Boost: Pushed primary sliding and industrial gate trigger distances to a uniform 135m with trailer activation enabled to stop rear clipping.Master Hookup Updates: Cleaned up company yard entries (like Sunshine Crops).
v4.0.3.1-81126(Hotfix)Security Gate fixv
4.0.3-81126Albuquerque Gate American Lines cannot be changed. Prefab is set until i can get map editor to work on linux. Thanks to ratta_moh for the find.Expanded Core Security Gate Architecture (Group 3): Preserved and optimized the core security gate definitions (hookup.gate_sec, hookup.gate_sec_l, and hookup.gate_sec_r) with built-in trailer activation (trailer_activation: true), a 135-meter range, and a wide 140-degree orientation tolerance to prevent gates from closing early on long vehicle combinations during tight yard turns.Directional Rotary & Swing Gate Refinements (Group 4): Maintained left and right swing/rotary gate variations with tailored directional offsets and one-way parameters.Regional DLC Hookup Framework: Maintained active mapping support and structured compatibility across regional state expansions (including Arkansas, Iowa, Illinois, Kansas, Louisiana, Missouri, Montana, and Nebraska) with standardized trigger zones and clearance values.
v4.0.2.1-8926
fixed missing bracket, and mod description spam.
v4.0.2-8926
All DLC has been added to its own animated_gate.dlc_*.sii file. This will help cut down on game log spam for missing DLC. I also dont understand why most of Oregon minus one gate and all of Washington is in base animated_gate.sii file but i left them there too.
v4.0.1-8826(Hotfix)
added animated_gate.dlc_or.sii to unit hookup and pulled metal_01 & metal_rev_01. Thanks FunGaming44 for the catch!
v4.0-8726(Midnight Train)
Comprehensive Regional Audit: Completed a full asset scan and integration across all official ATS map expansions and major regional packages.
Granular Behavioral Tuning: Transitioned from uniform triggers to precise, environment-specific distance profiles (high-speed e-tolls, strict cash lanes, and realistic security checkpoints).
Regional Map Expansions & Asset Additions
Montana Expansion: Added the Miles City Gate, Great Falls Airport Gate, Sidney Memorial Gate, and Gateway Canyon Gas.
Wyoming Expansion: Integrated the Independence Rock Gate, I-80 Refinery Gate, Riverton Cemetery Gate, and Jackson Town Square Gates.
Kansas & Turnpike Infrastructure: Added the complete K-Turnpike E-Toll System (ks_etoll_gate_0_1_exit), Emporia Fairgrounds Gate, and Dodge City Museum Gate alongside dedicated traffic light nodes.
Midwest, South, & Great Lakes: Incorporated asset expansions for Nebraska, Missouri, Iowa, Arkansas, Louisiana (including Cameron LNG and port houses), and Illinois (Chicago Underground Gates and movable bridge systems).
Trigger Distance & Behavioral Tuning
[Group 1] Cash Toll Lanes: Pinned to a strict 20.0m stop-and-go range with customized offsets to prevent premature triggering.
[Group 2] High-Speed E-Tolls: Configured to 125.0m for smooth, uninterrupted EZ-PASS / PikePass / E-Toll fly-through lanes.
[Group 8] Secure Industrial & Border Checkpoints: Hard-tuned to a strict 15.0m stop-and-wait range with a tight 90.0° orientation tolerance for:
International border crossings (Texas Laredo, La Salle, and border gate props).
Coastal and industrial port terminals (Houston, Galveston, Brownsville, Cameron LNG, Lake Charles).
Heavy industrial facilities, mining complexes, and refinery perimeters (Wyoming I-80 Refinery, salt mines, aviation gates).
[Group 7] Movable Bridges & Locks: Calibrated to 25.0m for Chicago bridge gates and Louisiana river floodgates.
Future-Proofing & Framework
[Group 9] Placeholders: Established initial structural framework for upcoming state map expansions (North Dakota, Indiana, South Dakota) to ensure seamless day-one integration upon asset release.
v3.2.2-8326
More unit/hookup mitigation's, it is strongly recommended to have all dlc. I am targeting all gates in one file. WE FINALLY GOT IT!! If gates arent already open they will be open long before you pull up. Tolls are all within 50m. Now to dial in values a bit more!
Future Roadmap Smart Gates and Safety Buffers (SGSB) — Future Development Roadmap Building upon the release of version 4.1 ("Midnight Train") and its refined trailer activation, hookup stability, and native dynamic parking framework, here is a structured roadmap for upcoming development milestones: Phase 1: Post-Release Optimization & Telemetry Monitoring (Q3 2026) Trigger Feedback Analysis: Collect community telemetry regarding extended trigger range parameters and hold timers across complex heavy-haul and multi-axle setups. Parking Snap & Dock Analytics: Monitor user telemetry on rest area snap radius and high-precision company loading bay alignment tolerances across varying parking difficulty levels. Asset Clean-up: Further refine unit/hookup asset definitions to eliminate remaining minor log warnings and ensure seamless cross-compatibility with major map updates. Phase 2: Expanded Gate, Barrier & Dynamic Parking Varieties (Q4 2026) New Industrial Assets: Introduce bi-parting security gates, heavy-duty sliding warehouse doors, and specialized railway crossing arms utilizing the updated unit structure. Randomized Depot Bays: Expand the dynamic parking system to support randomized trailer spawns, varying bay occupancy, and lived-in depot variations to eliminate static, copy-paste company yards. Audio Integration: Implement distinct mechanical sound profiles for barrier arms, pneumatic safety buffers, and dynamic parking slot engagement cues. Phase 3: Enhanced Multiplayer Synchronization & Scale Integration (H1 2027) Convoy State Sync: Optimize server-side state replication for animated gates and dynamic parking bay occupancy to ensure smooth, scot-free operation when multiple players traverse the same zones in multiplayer sessions. Weigh Station & Queue Refinements: Fine-tune anti-clipping parameters, staging queues, and spacing rules for inspection lanes during heavy traffic events. Map Mod Presets: Build out predefined compatibility patches and automated configuration profiles for popular comprehensive map mods and regional expansions.
Without location, drop point and a game log I cannot help.
I am looking for help with the ATS map editor. Specifically "dumb gate" trigger nodes that I cant control in the animated_gate.sii file
| Title | Author | Projects | |
|---|---|---|---|
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 61 | Details |
You are not allowed to upload this file to other sites under any circumstances.
You are not allowed to modify or improve my file under any circumstances.
You are not allowed to convert this file under any circumstances.
You are not allowed to use assets of my file under any circumstances.
v4.1.1-81526
Parked_vehicle errors sgsb prefixes removed in file
llinois DLC Hookup File (animated_gate.dlc_il.sii):
Updated the unit name for the Chicago underground gate variant to ag_il_chund to comply with ATS engine naming formatting rules and clear parsing errors.
Preserved all core Illinois DLC definitions including Chicago, Springfield, and construction fence gate hookups.
Parked Vehicle Physics File (parked_vehicle.sgsb.sii):Removed the unsupported attribute forced_flare_parking: true from all night-time vehicle profiles to resolve engine startup errors regarding invalid attributes on parked_vehicle units.
Retained the complete range of commercial, passenger, vintage, truck, emergency, and AI fallback configuration sections. Master Universal Gate Hookup File (animated_gate_3.sii):Kept the vanilla-accurate unit name format anim_gate01.2m intact. Standardized sound references (sound_path: "/sound/world/gate_iron.soundref") across the directional rotary and industrial gate groups.
v4.1.0-81426
New Feature: Native Dynamically Parked Vehicle SystemIntegrated a complete, custom-coded parked vehicle suite directly into SGSB to permanently replace outdated and conflicting third-party workshop dependencies.Namespace Isolation (sgsb.)
Fully prefixed every unit definition (e.g., sgsb.suv.always.parked.physics, sgsb.truck_trlr.always.parked.physics) to prevent base-game and cross-mod naming collisions, entirely eliminating "duplicate unit definition" errors in the game log.
Expanded Vehicle Staging & LayoutsAdded robust configuration nodes for bobtails, full truck-and-trailer combinations, box vans, SUVs, pickups, city service vehicles, and police/emergency units.Advanced Environmental LogicEmbedded native timing parameters (probability_day, probability_night) and precise alignment tags (rear_align) to handle automated day/night cycles and dock-backing behavior at truck stops and warehouses.Editor Workflow
OptimizationOrganized all custom parking locators to group cleanly under the sgsb search filter within the ATS Map Editor for fast and efficient level design.
v4.0.5-81326
Extended Trigger Range Parameters: Fine-tuned the proximity and distance thresholds in the gate hookup definitions to accommodate long trailers, multi-axle setups, and heavy haul configurations without premature closure.
Hookup Indexing & Stability: Streamlined dependency structures, achieving a clean mount of 110 addon hookups with zero loading errors or engine crashes.
**Prefab Gates (Hardcoded)*I Cannot change values unless someone can teach me ats map editor I can mess with prefab gates or "dumb gates"*
Army Gate Next To OHare Airpot, Union Pacific, Albuqureque, DOW in Illonis
**Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. Tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.*
v4.0.4-81126Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.[GROUP 1] bumper to 22.0 trigger distance and orientation 55.0Illinois DLC Added: Integrated Chicago underground gates, construction fences, and Springfield panoramic assets.Texas DLC Overhauled: Fixed and expanded gate ranges for regional cities, border checkpoints, oilfields, and major ports (Houston, Galveston, Brownsville, etc.).Universal Range Boost: Pushed primary sliding and industrial gate trigger distances to a uniform 135m with trailer activation enabled to stop rear clipping.Master Hookup Updates: Cleaned up company yard entries (like Sunshine Crops).
v4.0.3.1-81126(Hotfix)Security Gate fixv
4.0.3-81126Albuquerque Gate American Lines cannot be changed. Prefab is set until i can get map editor to work on linux. Thanks to ratta_moh for the find.Expanded Core Security Gate Architecture (Group 3): Preserved and optimized the core security gate definitions (hookup.gate_sec, hookup.gate_sec_l, and hookup.gate_sec_r) with built-in trailer activation (trailer_activation: true), a 135-meter range, and a wide 140-degree orientation tolerance to prevent gates from closing early on long vehicle combinations during tight yard turns.Directional Rotary & Swing Gate Refinements (Group 4): Maintained left and right swing/rotary gate variations with tailored directional offsets and one-way parameters.Regional DLC Hookup Framework: Maintained active mapping support and structured compatibility across regional state expansions (including Arkansas, Iowa, Illinois, Kansas, Louisiana, Missouri, Montana, and Nebraska) with standardized trigger zones and clearance values.
v4.0.2.1-8926
fixed missing bracket, and mod description spam.
v4.0.2-8926
All DLC has been added to its own animated_gate.dlc_*.sii file. This will help cut down on game log spam for missing DLC. I also dont understand why most of Oregon minus one gate and all of Washington is in base animated_gate.sii file but i left them there too.
v4.0.1-8826(Hotfix)
added animated_gate.dlc_or.sii to unit hookup and pulled metal_01 & metal_rev_01. Thanks FunGaming44 for the catch!
v4.0-8726(Midnight Train)
Comprehensive Regional Audit: Completed a full asset scan and integration across all official ATS map expansions and major regional packages.
Granular Behavioral Tuning: Transitioned from uniform triggers to precise, environment-specific distance profiles (high-speed e-tolls, strict cash lanes, and realistic security checkpoints).
Regional Map Expansions & Asset Additions
Montana Expansion: Added the Miles City Gate, Great Falls Airport Gate, Sidney Memorial Gate, and Gateway Canyon Gas.
Wyoming Expansion: Integrated the Independence Rock Gate, I-80 Refinery Gate, Riverton Cemetery Gate, and Jackson Town Square Gates.
Kansas & Turnpike Infrastructure: Added the complete K-Turnpike E-Toll System (ks_etoll_gate_0_1_exit), Emporia Fairgrounds Gate, and Dodge City Museum Gate alongside dedicated traffic light nodes.
Midwest, South, & Great Lakes: Incorporated asset expansions for Nebraska, Missouri, Iowa, Arkansas, Louisiana (including Cameron LNG and port houses), and Illinois (Chicago Underground Gates and movable bridge systems).
Trigger Distance & Behavioral Tuning
[Group 1] Cash Toll Lanes: Pinned to a strict 20.0m stop-and-go range with customized offsets to prevent premature triggering.
[Group 2] High-Speed E-Tolls: Configured to 125.0m for smooth, uninterrupted EZ-PASS / PikePass / E-Toll fly-through lanes.
[Group 8] Secure Industrial & Border Checkpoints: Hard-tuned to a strict 15.0m stop-and-wait range with a tight 90.0° orientation tolerance for:
International border crossings (Texas Laredo, La Salle, and border gate props).
Coastal and industrial port terminals (Houston, Galveston, Brownsville, Cameron LNG, Lake Charles).
Heavy industrial facilities, mining complexes, and refinery perimeters (Wyoming I-80 Refinery, salt mines, aviation gates).
[Group 7] Movable Bridges & Locks: Calibrated to 25.0m for Chicago bridge gates and Louisiana river floodgates.
Future-Proofing & Framework
[Group 9] Placeholders: Established initial structural framework for upcoming state map expansions (North Dakota, Indiana, South Dakota) to ensure seamless day-one integration upon asset release.
v3.2.2-8326
More unit/hookup mitigation's, it is strongly recommended to have all dlc. I am targeting all gates in one file. WE FINALLY GOT IT!! If gates arent already open they will be open long before you pull up. Tolls are all within 50m. Now to dial in values a bit more!
Future Roadmap Smart Gates and Safety Buffers (SGSB) — Future Development Roadmap Building upon the release of version 4.1 ("Midnight Train") and its refined trailer activation, hookup stability, and native dynamic parking framework, here is a structured roadmap for upcoming development milestones: Phase 1: Post-Release Optimization & Telemetry Monitoring (Q3 2026) Trigger Feedback Analysis: Collect community telemetry regarding extended trigger range parameters and hold timers across complex heavy-haul and multi-axle setups. Parking Snap & Dock Analytics: Monitor user telemetry on rest area snap radius and high-precision company loading bay alignment tolerances across varying parking difficulty levels. Asset Clean-up: Further refine unit/hookup asset definitions to eliminate remaining minor log warnings and ensure seamless cross-compatibility with major map updates. Phase 2: Expanded Gate, Barrier & Dynamic Parking Varieties (Q4 2026) New Industrial Assets: Introduce bi-parting security gates, heavy-duty sliding warehouse doors, and specialized railway crossing arms utilizing the updated unit structure. Randomized Depot Bays: Expand the dynamic parking system to support randomized trailer spawns, varying bay occupancy, and lived-in depot variations to eliminate static, copy-paste company yards. Audio Integration: Implement distinct mechanical sound profiles for barrier arms, pneumatic safety buffers, and dynamic parking slot engagement cues. Phase 3: Enhanced Multiplayer Synchronization & Scale Integration (H1 2027) Convoy State Sync: Optimize server-side state replication for animated gates and dynamic parking bay occupancy to ensure smooth, scot-free operation when multiple players traverse the same zones in multiplayer sessions. Weigh Station & Queue Refinements: Fine-tune anti-clipping parameters, staging queues, and spacing rules for inspection lanes during heavy traffic events. Map Mod Presets: Build out predefined compatibility patches and automated configuration profiles for popular comprehensive map mods and regional expansions.
Without location, drop point and a game log I cannot help.
I am looking for help with the ATS map editor. Specifically "dumb gate" trigger nodes that I cant control in the animated_gate.sii file
| Title | Author | Projects | |
|---|---|---|---|
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 61 | Details |
