Euro Truck Simulator 2
American
Truck Simulator
# Smart Gates, Dynamic Parking and Safety Buffers (SGSB) v4.2.5-09526
"The House That Code Built"
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## 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.
*— Built by a driver, for drivers.*
[Full Release Log & Source Code](https://github.com/insanity35/Smart-Gates-Parking-and-Safety-Buffers)
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### 🛑 The Problem: "Gate Lag" & Sterile Truck Stops/Yards
For long-haul truckers across American Truck Simulator, immersion is everything. Nothing shatters the flow of a meticulous delivery faster than "gate lag"—that frustrating hitch at the yard threshold where you wait for a sluggish barrier to crawl open while your multi-ton rig idles out. Couple that with sterile, ghost-town truck stops, parking lots and getting flagged down at 60% of weigh stations. With that long-haul pacing takes a heavy hit.
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### ✅ The Solution: SGSB
Smart Gates, Dynamic Parking and Safety Buffers (SGSB) is an environmental and traffic modification for American Truck Simulator designed to enhance the realism of rest stops, loading zones, and world gate interactions.
### 🚦 Smart Gate & Infrastructure Overhaul
Gate logic is key here. I have scanned every dlc for gate and gate properties. Unless it's a dumb prefab gates (see bottomfor examples). A guard house or toll gate to enter a yard or drop off those bad boys should already be open. From 17-25m on guard gates, border checks to 125-135m on every other gate.
* **Extended Trigger Ranges:** Increased activation distances (125m for panoramas, custom industrial ranges) so gates open smoothly as you roll up, protecting your momentum.
* **Collider Fixes:** Repointed broken base-game geometry files to proper colliders so multi-axle setups and heavy loads pass through without clipping.
* **Streamlined Logic:** Purged legacy references, entirely focusing on automated gate routines, security checkpoints, and border crossings across all map DLCs.
### 🚛 Advanced Dynamic Parking System
Immerse yourself in a living roadside ecosystem. Parking lot, Rest stops and yards/drop off parked vehicle code has been completely rewritten. Everything will feel more realistic. As in no empty truck stops with two trucks at night or parking lots with one car in it are gone. 4.2 introduces a massive expansion across 39 granular industrial, commercial, and rural sectors:
* **Context-Aware Spawning:** Lots reflect their local environment—populating grain co-ops with farm pickups and classic sedans, marine ramps with trailer-towing haulers, and oilfields with heavy-duty service rigs.
* **Hybrid Temporal Scheduling:** Banishes the "mass-extinction" pop-in effect. Personal vehicles utilize controlled dawn and dusk bleed-over, while commercial and industrial fleets use strict deterministic shift separation.
* **Operational Graveyard Shifts:** Municipal fleets—including street sweepers and garbage trucks—truly own the overnight hours before clearing out for daytime traffic.
* **Optimized VRAM Performance:** Industrial yards and truck stops are densely populated without frame-rate hits, leveraging forced low-poly background rendering (`low_poly_only: true`).
* **Precise Physical Alignment:** Unattached yard trailers and heavy wreckers utilize strict `rear_align: true` protocols, ensuring assets lock securely onto pads without floating.
### ⚖️ Weigh Station Flow Control
* Scale house check probabilities have been dropped from the base-game default (60%) down to a realistic **20% check frequency** for smooth, uninterrupted long-haul pacing.
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## ⚠️ Important Developer Notices & Load Order
### 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
* **Smart Gates, Parking and Safety Buffers (SGSB)** *(Notice: Needs to be ABOVE SoundFixes to keep hookups from being erased)*
* SoundFixes
* Global Traffic & AI Density Mods
* Map Expansion Mods (ProMods, Reforma, etc.)
* **--- BOTTOM ---**
### Prefab Limitations (The "Hardcoded" Gates)
Values on prefab/hardcoded gates cannot be modified without native map editor asset re-compiles. Example:
* Army Gate next to O'Hare Airport (IL)
* Union Pacific Gate Albuquerque
* DOW Gate (IL)
* Newmont (Houma, Louisiana)
*Note: Toll booths are part of `tollgate.sii` and `gate_trigger.sii`. Editing these causes gates to fail opening, so toll booths remain stock.*
**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).
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## 🐛 Bug Reporting & Support
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 upcoming maintenance hotfixes.
---
## 🛠️ Credits & Technical Acknowledgments
* **Development Group:**
Smoke Show Studios, Smoke Show Creations & Harambes Children
* **Lead Developer & Tester:** meanshadows35
* **Technical Consultant:** Overdrive
* **Tester:** mrh368
* Developed natively on Ubuntu 26.04 LTS
* Mod extraction powered by sk-zk Extractor
* Built using the official SCS Uploader tool running under Proton
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.
### v4.2.5-09526 (Vanilla-Cleaned Parking Definitions) ###
**Stripped parking_trailer.sii I cannot get it to work**
* Vanilla Traffic Compliance: Stripped all obsolete, modded, or non-native vehicle strings from all 85 parking and gate sections, ensuring the package exclusively utilizes standard American Truck Simulator base assets.
* Category Structure Preservation: Maintained all 85 functional distribution zones—including commercial depots, agricultural lots, industrial facilities, and roadside rest areas—without altering underlying hierarchy arrays or category bindings.
* Optimized Day/Night Spawn Weight Balance: Adjusted operational probability weights between daylight hours and nighttime intervals (such as peak night multipliers of 2.0 for rest stops and 1.8 for rural entries) to accurately simulate real-world logistics parking behavior.
* Lighting and Flare Standards: Enforced consistent forced_flare_low_beam: true properties across all night-specific spawn definitions and preserved functional warning light flags (forced_flare_hooter: true) for emergency and enforcement fleets.
* Engine Performance Optimization: Maintained clean low-poly and high-poly separation across independent day and night profile loops to eliminate transition-hour calculation overlaps and safeguard frame rates around dense asset prefabs.
### v4.2.4-09526 (Complete Fleet Release 1-85)
**Bug Fixes & Stability**
* parked_vehicle.sii, parked_trailer.sii and animated_gates.sii
* Removed legacy Featan parked_vehicle module to resolve fatal SCS namespace collisions and outdated base-game stub conflicts. It will still throw an error in game.log its an scs issue!
* Fixed the SiiNunit parser crash caused by duplicate suv.always.parked.physics unit registrations.
* Deleted the conflicting trailer.parked.groceries block to prevent game engine halts and allow clean vanilla fallbacks.
**Fleet & Traffic Integration**
* Complete Fleet Release (1-85): SUV, Pickup, and F-150 spawn pools are now handled entirely within the core SGSB architecture.
* Rebalanced base SUV physics spawns to a 1.5 day / 0.8 night probability weight for better lot density.
* Separated and stripped trailer configurations into a modular parked_trailer.sii file to ensure clean load orders without overwriting truck behaviors.
**Performance Optimizations**
* Low-Poly LOD Enforcement: Strict low_poly_only: true rules applied across parked trailer and vehicle configurations to improve rendering performance at a distance.
* Dynamic Spawn Curves: Implemented realistic day and night probability curves across all logistical hubs, rest stops, and service garages to dynamically clear lots and prevent memory bloat during off-peak hours.
### v4.2.3.1-09426 (Hotfix)###
**Back to 48 categories**
* I got to fancy with car and truck calls reverted alot. State specific calls to ambulance police and fire still there
v4.2.2-09326 - Smart Gates, Dynamic Parking and Safety Buffers (SGSB)
Comprehensive Depot & Fleet Audit: Re-evaluated and mapped vehicle-to-trailer allocations across all 48 specialized operational sections, aligning spawn logic with realistic logistics hubs (including agricultural co-ops, oilfield extraction, marine port authorities, and intermodal container yards).
Lighting & Night-State Standardization: Implemented uniform forced_flare_low_beam parameters and auxiliary hooter flags (forced_flare_hooter) across night-time municipal, emergency, and commercial parked profiles to prevent unlit vehicle spawns during dark cycles.
Probability & Performance Tuning: Adjusted day/night spawn weightings (probability_day and probability_night) and optimized low_poly_only / always_visible tags across high-density zones like truck stops, rest areas, and dealership lots to balance visual immersion and game performance.
Expanded Specialized Fleets: Integrated fine-grained support for regional service vehicles, including updated Department of Transportation (DOT) utility arrays, Maintenance of Way (MoW) railroad trucks, federal forest service patrols, and multi-axle heavy dumper/lowboy configurations.
AI Fallback & Driver Flag Refinements: Streamlined individual AI fallback blocks (ai.*) to ensure robust compatibility with base game and traffic pack expansions, while validating correct driver: true and rear_align assignments for delivery and recovery units.
v4.2.1-09226
**Depot, Fleet & Lighting Fixes Release
Section 1 (Delivery & Courier Expansion): Added traffic.pv_frosty and traffic.city_exp to package_van definitions to diversify small local freight hubs.
Section 3 (Vintage Pool Polish): Added traffic.mercury and traffic.capr (Caprice) to classic vehicle blocks for broader historical variety.
Section 5 (Performance Cars): Added traffic.mustang_2015 and traffic.charger to muscle car pools.
Section 6 & 38 (Depot & Terminal Trailer Deep Audit): Expanded unattached yard trailers (yard_trl) and general freight trucks to include 45ft/53ft dry vans, reefers, drop-decks, silos, grain hoppers, and chipvans for realistic logistics park staging.
Section 8 & 17 (Car Dealerships & Pickup Pools): Added traffic.sierra_hd and traffic.chevy_pickup across pickup categories, and expanded dealer_lot with luxury/sport models (cadillac_ats, c_escalade, accord).
Section 10 & 19 (Agricultural & Ranching): Added grain hoppers (scs_hopper), livestock trailers (scs_livestock), and hay flatbeds (flatbed_b.cargo_hay).
Section 11, 14, 16 & 21 (Industrial & LTL Freight): Integrated drop-decks (scs_dropdeck) for construction/materials yards, food-grade tanks (scs_foodtank) for cold chains, and 45ft dry vans for LTL distribution.
Section 24 (Logging & Lumber Operations): Added chipvans (scs_chipvan) and lumber-loaded flatbeds (flatbed_r.cargo_beams) alongside raw log trailers.
Section 41 (Rural Residential Realism): Inverted farmhouse probabilities to 0.6 (Day) and 1.6 (Night) so vehicles are parked at home overnight.
Section 43 (Truck Stop & Rest Area Overhaul): Expanded vehicle pool to 18 diverse cars, pickups, SUVs, minivans, and campers with tuned 1.5 (Day) and 1.8 (Night) probabilities.
Section 44 (Auto Garages & Lighting Audit): Balanced day/night probabilities to 1.2 and removed forced_flare_low_beam so parked repair cars stay unlit overnight.
Section 45, 46 & 48 (Scenic, Marina & Co-Op Pools): Broadened allowed vehicles for marinas, farm co-ops, and scenic tourist lookouts with appropriate towing and family vehicles.
Section 49 (Fallback Alignment): Verified every active traffic vehicle class against its low-poly fallback unit to guarantee zero missing model console warnings.
I forgot to include new icons for mod. its the same as 4.2
v4.2-82826
Updated the official mod title to Smart Gates, Dynamic Parking and Safety Buffers (SGSB), fully purging legacy toll references to focus exclusively on automated gates, dynamic yards, and roadside safety configurations.
Bumped project version to v4.2 (Major Fleet & Physics Optimization Release).
Massive Industry & Prefab Expansion (Sections 10–48)
Added 39 granular, sector-specific configuration blocks to ensure pre-fabs spawn contextually accurate vehicle and trailer combinations:
Industrial & Supply Chains: Deployed dedicated pools for agriculture depots, construction yards, energy logistics, chemical transport, refrigerated cold chains, intermodal containers, and timber operations.
Municipal & Emergency: Built explicit spawn categories for fire and rescue, military defense, Department of Transportation (DOT) maintenance, border patrol, school buses, and heavy wreckers.
Roadside & Regional Outposts: Populated truck stop diners, scenic lookouts, boat ramps, RV campgrounds, scale houses, and farm co-op lots with fitting local traffic profiles.
Standardized individual AI fallback profiles in Section 49 to enforce lightweight mesh rendering.
Shift Probability Weights: Cleaned up to deterministic separation (active shift 1.5, inactive shift 0.0 or reduced nocturnal ratios).
Yard Trailers (Section 38): Tuned daytime weight to 1.6 and night to 0.6 with mandatory rear_align: true.
Lighting Flares: Standardized forced_flare_low_beam: true across all operational night-shift variants.
Performance & Low-Poly Architecture
Massively overhauled background and shift-based vehicle variants across all core sections by switching low_poly_only from false to true alongside always_visible: false, preventing VRAM spikes and stutter during heavy map mod loading.
4.1.4-82326 (Nighttime Fleet Density, AI Balance & Weight Stations)
NEW *Weight Station Probability bumped from 60% to 20% to be more realistic.*
AI Spawn Rebalance (Consumer Vehicles): Reduced the daytime and nighttime spawn probabilities for all Pickups and SUVs (suv, pickup, tt_pickup, f_150) from 3.7 down to 3.5 to slightly reduce civilian clutter in industrial zones.
AI Spawn Rebalance (Commercial Vehicles): Increased the daytime and nighttime spawn probabilities for Commercial Delivery Vans (van, van...box) from 1.0 up to 1.9 to boost the presence of local delivery traffic.
Environment Immersion (Truck Stops): Doubled the nighttime spawn probability for parked semi-truck fleets (truck_trlr.parked.physics.night and truck_trlr.cheap.parked.physics.night) from 0.55 to 1.1. Truck stops and rest areas will now feel significantly more packed and challenging to navigate during late-night hours.
Global Density Bump: Applied a clean 7% spawn weight multiplier across all vehicle classes to gently fill out empty background lots and scenic turnouts without model spam or duplication.
Broadened Time Windows: Replaced hard 0.0 drop-offs with low "bleed-over" probability values across day and night cycles, completely eliminating the sudden mass-extinction and pop-in effect during dawn and dusk transitions.
Municipal Night Shift Flipped: Reconfigured city sweepers and garbage trucks (Mack RD and standard units) to own the graveyard shift, driving up nighttime probabilities (0.85) while lowering daytime presence for peak realism.
v4.1.3-82126
Gate Fixes & Adjustments
ag_nv_wstg: Fixed the collision parameter pointing to /model/lv/westgate.pmg (geometry) instead of the proper .pmc collider file.
ag_suncrops: Fixed the collision parameter pointing to /model/sign/company_logos/sunshine_crops/suncrops_gate.pmg instead of the proper .pmc collider file.
State Hookup Updates
Illinois (animated_gate.dlc_il.sii)
Standardized: Reduced the trigger_distance for all panorama, underground, and construction fence gates from 135.0 to the universal 125.0.
Affected Units: ag_il_chic, ag_il_sprg, ag_il_chund, ag_il_fence
Kansas (animated_gate.dlc_ks.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_ks_salt, ag_ks_air
Montana (animated_gate.dlc_mt.sii)
Adjusted: Increased the trigger_distance for the short-range pneumatic gate from 15.0 to 17.0.
Affected Units: ag_mt_gfll
New Mexico (animated_gate.dlc_nm.sii)
Verified/Standardized: Confirmed and locked in the universal 125.0 trigger_distance for all panorama and tradition gates across the state.
Affected Units: ag_nm_trad, ag_nm_abq1, ag_nm_abqt
Oklahoma (animated_gate.dlc_ok.sii)
Adjusted: Increased the trigger_distance for the short-range depot gate from 15.0 to 17.0.
Affected Units: ag_pf_busf
Oregon (animated_gate.dlc_or.sii)
Fixed: Significantly increased the trigger_distance for the metal storage door from 50.0 to 135.0 to prevent late-opening clipping issues.
Affected Units: metal_01
Texas (animated_gate.dlc_tx.sii)
Standardized: Reduced the trigger_distance for all 16 panorama, oilfield, border, and Houston port gates from 135.0 down to the universal 125.0.
Wyoming (animated_gate.dlc_wy.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_wy_mine, ag_wy_ref
Parking Optimizations (AI Purge & Performance Rebalance) -
Parking UpdatesOptimization & PerformanceLow-Poly Migration:
Forced all Section 9 individual AI fallback profiles (from the 1951 Oldsmobile through the Volvo XC90) to low_poly_only: true for significant rendering PERFORMANCE IMPROVMENTS!!!
Vehicle Removals & Fixes Purge:
Completely removed traffic.tesla from all sport car lists and fallback profiles to resolve missing data chain physics errors.
Dealership Update: Replaced the Tesla in the car_dealer profile with the traffic.mustang.
UDS Van Purge: Eliminated traffic.pv_uds from all package van, car ship, and general van spawn profiles. Unit Conflicts:
Removed the conflicting featan unit name to ensure clean initialization.Spawn Probability
Rebalancing Realism Update:
Inverted street sweeper spawn times to heavily favor nighttime hours (0.6 night / 0.3 day) to accurately reflect real-world municipal operating schedules.
Standard Cars & Police:
Boosted daytime spawn probabilities from 1.0 to 1.5.
Trucks & Trailers: Increased daytime combos from 0.5 to 0.85, with a minor nighttime bump from 0.5 to 0.55.
SUVs & Pickups: Tweaked daytime baselines up to 3.7 and nighttime baselines to 1.2.
Logistics & Service Fleets:
Buffed daytime DHL vans significantly (0.5 to 1.2) and Garbage Trucks (0.4 to 0.6). Nighttime Limo spawns doubled to 0.2.
v4.1.2.1(Hotfix)
Log Error Hotfix: * Removed invalid/broken traffic.trailer.gas string references from Section 6 (truck_trlr.cheap.* units) to completely eliminate game log parsing errors and crash risks on load.
ratio bugfix
v4.1.2-81726
Animated Gate Spatial & Trigger Optimization (animated_gate.sii)
Group 1 Toll Booths (Cash Lanes): Increased stop-and-go trigger distance from 22.0m to 25.0m to improve AI and player approach logic.
Strict Security Checkpoints: Bumped trigger distance from 19.0m to 20.0m for standard security gates to allow better clearance for heavy haulers.
Oregon Slide 4 Gates: Fine-tuned trigger distance on the forward and backward slide 4 variants (an_slide_f4f, an_slide_b4f), increasing it from 30.0m to 33.0m.
File Architecture: Updated metadata and comment blocks to reflect v4.1.2 and cleaned up syntax for Prism3D stability.
Parked Vehicle Spawn & Physics Rebalance (parked_vehicle.sii)
SUVs & Full-Size Pickups: Increased spawn weight to 3.5 to accurately reflect real-world US traffic distribution.
Delivery Fleets Split: Separated generic package vans into dedicated company profiles. FedEx heavily prioritized (weight 3.0), while DHL presence is scaled back (weight 0.5).
Budget/Owner-Operator Semis: Increased spawn weight to 1.5 for a more worn-in, realistic feel in industrial zones.
Sports Cars: Reduced spawn weight to 0.7 to prevent over-saturation of supercars and EVs.
Municipal & Utility Fleets: Reduced spawn weight of street sweepers and garbage trucks to 0.4 for balanced city depot spawning.
Limousines: Reduced spawn weight to 0.1 to make them rare, exclusive sights.
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!
LEGACY MILESTONES (v1.0 - v4.0) From the initial launch to the stable 4.0 architecture, SGSB rapidly established its core infrastructure: Foundation & Gate Logic: Introduced baseline Smart Gate mechanics, custom safety buffers, and improved animation triggers. Dynamic Parking Integration: Replaced static vanilla parking with custom parked vehicle physics and variable fleet spawning. Collision & Hookup Standardization: Addressed base-game geometry bugs, fixed collider references, and unified trigger distances. RECENT UPDATES & COMPLETED RELEASES (v4.1 - v4.2) [v4.2] Major Fleet & Physics Optimization (Completed / Live) Syntax & Formatting Overhaul: Completely restructured unit identifiers (cont_truck, agri_truck, const_truck, etc.) to resolve engine parser limitations and eliminate unit name format errors. Engine Stability Fixes: Stripped all hidden non-breaking space characters (\u00A0) and standardizing indentation to prevent Prism3D parsing crashes. Fleet Value Tuning: Refined probability distributions, visibility flags, and low-poly constraints across all 49 distinct parked vehicle profiles. [v4.1 Series & Hotfixes] Nighttime Fleet Density & Weigh Station Flow: Scaled weigh station check probability to 20% (0.2), applied a 7% global spawn weight multiplier, and optimized dawn/dusk transition windows. Gate Colliders & State Hookups: Pointed custom gates (ag_nv_wstg, ag_suncrops) to proper .pmc files; unified animation trigger distances across IL, KS, MT, NM, OK, OR, TX, and WY DLCs. Midnight Train (v4.1.2): Separated generic package vans into dedicated company profiles for FedEx and DHL (transit.fedex, transit.dhl) and optimized cash toll/security checkpoint triggers. CURRENT FOCUS & ACTIVE TESTING Live Verification: Running real-time game logs and error-tracking diagnostics on the freshly patched v4.2 parked_vehicle.sii build to guarantee zero console warnings or load failures. WHAT'S COMING NEXT [v4.3] South Dakota Integration & Framework Rebase Architecture Alignment: Updating baseline framework structures to ensure seamless map compatibility and hookup integration for upcoming ATS expansions. Map Mod Presets: Building automated configuration profiles and compatibility patches for major regional map projects. [Phase 2] Expanded Gate, Barrier & Dynamic Parking Varieties New Industrial Assets: Introducing bi-parting security gates, heavy-duty sliding warehouse doors, and specialized railway crossing arms utilizing the updated unit structure. Randomized Depot Bays: Expanding the dynamic parking system to support randomized trailer spawns, varying bay occupancy, and lived-in depot variations. Audio Integration: Implementing distinct mechanical sound profiles for barrier arms, pneumatic safety buffers, and dynamic parking slot engagement cues. [Phase 3] Enhanced Multiplayer Synchronization & Scale Integration Convoy State Sync: Optimizing server-side state replication for animated gates and dynamic parking bay occupancy during multi-player sessions. Weigh Station Queues: Fine-tuning anti-clipping parameters, staging queues, and spacing rules for inspection lanes during heavy traffic events.
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
Target Environment & Compatibility
Requires ATS v1.60+ or v1.61.
Modified master files: /unit/hookup/animated_gate.sii, /unit/hookup/animated_gate.dlc_*.sii, and /unit/hookup/parked_vehicle.sii and def/world/trigger_action.sii.
Verified cross-compatibility for the ATS Base Map, all official State DLCs, ProMods Canada, and Reforma Map Combos.
Smart Gate Clearance & Distance Standards
135.0m Extended Tail-Swing Clearance: Applied to Oregon heavy metal storage doors (metal_01) to prevent long trailer clipping.
125.0m Universal High-Speed Approach: Applied to high-traffic entry points in Illinois (dlc_il), New Mexico (dlc_nm), and Texas (dlc_tx).
25.0m Stop-and-Go & Weigh Stations: Applied to state border inspection scale houses, weigh stations, river locks, and floodgates—retaining stock engine mechanics and native 25m triggers to protect baseline weighing logic and prevent trigger breakage.
20.0m Security & Guard Inspection: Applied to international borders, maritime ports, and mining facilities using a 90° orientation.
17.0m Pneumatic & Short-Range: Applied to industrial yards across Kansas, Montana, Oklahoma, and Wyoming.
Custom Asset Colliders: Explicit physical .pmc files assigned to custom assets including ag_nv_wstg and ag_suncrops.
Animated Gate Group Structure Index
Groups 1 & 2: Standard toll booths and weigh station scale arms retaining stock engine mechanics paired with 25m guarded barriers.
Group 3: Base Map and Western/Mountain expansions configured with 125.0m standard or 17.0m pneumatic triggers.
Group 4: Directional rotary/swing gates and heavy access doors tuned between 125.0m and 135.0m.
Groups 5 & 6: Midwest (dlc_il, dlc_mo, dlc_ia) and Southern DLC regional gate networks.
Group 7: Dynamic movers and bridge gates running 25.0m ranges, 100° orientation, and /sound/world/gate_iron.soundref audio.
Group 8: Secure industrial perimeters, refineries, mines, and ports utilizing a 20.0m range and 90° orientation.
Group 9: Framework preparations establishing rules for upcoming state expansions like North Dakota, Indiana, and South Dakota.
Parked Fleet & Parking Density Architecture
85 Integrated Categories: Fully expanded fleet rebalance handling all vehicle profiles with 100% vanilla traffic compliance, stripping all obsolete or modded vehicle strings.
Namespace De-duplication: Base unit names in parked_vehicle.sii rewritten to prevent runtime parser collisions with base assets and major map mods.
Deterministic Shift Ratios: Enforces dynamic probability multipliers (scaling up to 2.0 for overnight rest stops and rural clusters).
Yard Trailer Rules: Configured with high daytime weights and optimized night weights, pairing with mandatory rear_align: true tags.
Night Light Rules: Enforces forced_flare_low_beam: true and active warning flares (forced_flare_hooter: true) across emergency, enforcement, and night-shift fleet profiles.
VRAM Optimization: Background variants use low_poly_only: true and always_visible: false. Recommended console setting: uset g_lod_factor_parked "1.1".
Weight Stations
Weight stations went from 80% stop chance to 20% to be more realistic.
Bug Fixes & Stability Cleanups
Parser Crash Resolution: Eliminated duplicate unit errors caused by legacy suv.always.parked.physics registrations and third-party truck mod clashes.
Vanilla Traffic Enforcement: Scrubbed non-native vehicle definitions to ensure zero missing asset logs under ATS v1.60+ runtime environments.
| Title | Author | Projects | |
|---|---|---|---|
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 61 | Details |
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### v4.2.5-09526 (Vanilla-Cleaned Parking Definitions) ###
**Stripped parking_trailer.sii I cannot get it to work**
* Vanilla Traffic Compliance: Stripped all obsolete, modded, or non-native vehicle strings from all 85 parking and gate sections, ensuring the package exclusively utilizes standard American Truck Simulator base assets.
* Category Structure Preservation: Maintained all 85 functional distribution zones—including commercial depots, agricultural lots, industrial facilities, and roadside rest areas—without altering underlying hierarchy arrays or category bindings.
* Optimized Day/Night Spawn Weight Balance: Adjusted operational probability weights between daylight hours and nighttime intervals (such as peak night multipliers of 2.0 for rest stops and 1.8 for rural entries) to accurately simulate real-world logistics parking behavior.
* Lighting and Flare Standards: Enforced consistent forced_flare_low_beam: true properties across all night-specific spawn definitions and preserved functional warning light flags (forced_flare_hooter: true) for emergency and enforcement fleets.
* Engine Performance Optimization: Maintained clean low-poly and high-poly separation across independent day and night profile loops to eliminate transition-hour calculation overlaps and safeguard frame rates around dense asset prefabs.
### v4.2.4-09526 (Complete Fleet Release 1-85)
**Bug Fixes & Stability**
* parked_vehicle.sii, parked_trailer.sii and animated_gates.sii
* Removed legacy Featan parked_vehicle module to resolve fatal SCS namespace collisions and outdated base-game stub conflicts. It will still throw an error in game.log its an scs issue!
* Fixed the SiiNunit parser crash caused by duplicate suv.always.parked.physics unit registrations.
* Deleted the conflicting trailer.parked.groceries block to prevent game engine halts and allow clean vanilla fallbacks.
**Fleet & Traffic Integration**
* Complete Fleet Release (1-85): SUV, Pickup, and F-150 spawn pools are now handled entirely within the core SGSB architecture.
* Rebalanced base SUV physics spawns to a 1.5 day / 0.8 night probability weight for better lot density.
* Separated and stripped trailer configurations into a modular parked_trailer.sii file to ensure clean load orders without overwriting truck behaviors.
**Performance Optimizations**
* Low-Poly LOD Enforcement: Strict low_poly_only: true rules applied across parked trailer and vehicle configurations to improve rendering performance at a distance.
* Dynamic Spawn Curves: Implemented realistic day and night probability curves across all logistical hubs, rest stops, and service garages to dynamically clear lots and prevent memory bloat during off-peak hours.
### v4.2.3.1-09426 (Hotfix)###
**Back to 48 categories**
* I got to fancy with car and truck calls reverted alot. State specific calls to ambulance police and fire still there
v4.2.2-09326 - Smart Gates, Dynamic Parking and Safety Buffers (SGSB)
Comprehensive Depot & Fleet Audit: Re-evaluated and mapped vehicle-to-trailer allocations across all 48 specialized operational sections, aligning spawn logic with realistic logistics hubs (including agricultural co-ops, oilfield extraction, marine port authorities, and intermodal container yards).
Lighting & Night-State Standardization: Implemented uniform forced_flare_low_beam parameters and auxiliary hooter flags (forced_flare_hooter) across night-time municipal, emergency, and commercial parked profiles to prevent unlit vehicle spawns during dark cycles.
Probability & Performance Tuning: Adjusted day/night spawn weightings (probability_day and probability_night) and optimized low_poly_only / always_visible tags across high-density zones like truck stops, rest areas, and dealership lots to balance visual immersion and game performance.
Expanded Specialized Fleets: Integrated fine-grained support for regional service vehicles, including updated Department of Transportation (DOT) utility arrays, Maintenance of Way (MoW) railroad trucks, federal forest service patrols, and multi-axle heavy dumper/lowboy configurations.
AI Fallback & Driver Flag Refinements: Streamlined individual AI fallback blocks (ai.*) to ensure robust compatibility with base game and traffic pack expansions, while validating correct driver: true and rear_align assignments for delivery and recovery units.
v4.2.1-09226
**Depot, Fleet & Lighting Fixes Release
Section 1 (Delivery & Courier Expansion): Added traffic.pv_frosty and traffic.city_exp to package_van definitions to diversify small local freight hubs.
Section 3 (Vintage Pool Polish): Added traffic.mercury and traffic.capr (Caprice) to classic vehicle blocks for broader historical variety.
Section 5 (Performance Cars): Added traffic.mustang_2015 and traffic.charger to muscle car pools.
Section 6 & 38 (Depot & Terminal Trailer Deep Audit): Expanded unattached yard trailers (yard_trl) and general freight trucks to include 45ft/53ft dry vans, reefers, drop-decks, silos, grain hoppers, and chipvans for realistic logistics park staging.
Section 8 & 17 (Car Dealerships & Pickup Pools): Added traffic.sierra_hd and traffic.chevy_pickup across pickup categories, and expanded dealer_lot with luxury/sport models (cadillac_ats, c_escalade, accord).
Section 10 & 19 (Agricultural & Ranching): Added grain hoppers (scs_hopper), livestock trailers (scs_livestock), and hay flatbeds (flatbed_b.cargo_hay).
Section 11, 14, 16 & 21 (Industrial & LTL Freight): Integrated drop-decks (scs_dropdeck) for construction/materials yards, food-grade tanks (scs_foodtank) for cold chains, and 45ft dry vans for LTL distribution.
Section 24 (Logging & Lumber Operations): Added chipvans (scs_chipvan) and lumber-loaded flatbeds (flatbed_r.cargo_beams) alongside raw log trailers.
Section 41 (Rural Residential Realism): Inverted farmhouse probabilities to 0.6 (Day) and 1.6 (Night) so vehicles are parked at home overnight.
Section 43 (Truck Stop & Rest Area Overhaul): Expanded vehicle pool to 18 diverse cars, pickups, SUVs, minivans, and campers with tuned 1.5 (Day) and 1.8 (Night) probabilities.
Section 44 (Auto Garages & Lighting Audit): Balanced day/night probabilities to 1.2 and removed forced_flare_low_beam so parked repair cars stay unlit overnight.
Section 45, 46 & 48 (Scenic, Marina & Co-Op Pools): Broadened allowed vehicles for marinas, farm co-ops, and scenic tourist lookouts with appropriate towing and family vehicles.
Section 49 (Fallback Alignment): Verified every active traffic vehicle class against its low-poly fallback unit to guarantee zero missing model console warnings.
I forgot to include new icons for mod. its the same as 4.2
v4.2-82826
Updated the official mod title to Smart Gates, Dynamic Parking and Safety Buffers (SGSB), fully purging legacy toll references to focus exclusively on automated gates, dynamic yards, and roadside safety configurations.
Bumped project version to v4.2 (Major Fleet & Physics Optimization Release).
Massive Industry & Prefab Expansion (Sections 10–48)
Added 39 granular, sector-specific configuration blocks to ensure pre-fabs spawn contextually accurate vehicle and trailer combinations:
Industrial & Supply Chains: Deployed dedicated pools for agriculture depots, construction yards, energy logistics, chemical transport, refrigerated cold chains, intermodal containers, and timber operations.
Municipal & Emergency: Built explicit spawn categories for fire and rescue, military defense, Department of Transportation (DOT) maintenance, border patrol, school buses, and heavy wreckers.
Roadside & Regional Outposts: Populated truck stop diners, scenic lookouts, boat ramps, RV campgrounds, scale houses, and farm co-op lots with fitting local traffic profiles.
Standardized individual AI fallback profiles in Section 49 to enforce lightweight mesh rendering.
Shift Probability Weights: Cleaned up to deterministic separation (active shift 1.5, inactive shift 0.0 or reduced nocturnal ratios).
Yard Trailers (Section 38): Tuned daytime weight to 1.6 and night to 0.6 with mandatory rear_align: true.
Lighting Flares: Standardized forced_flare_low_beam: true across all operational night-shift variants.
Performance & Low-Poly Architecture
Massively overhauled background and shift-based vehicle variants across all core sections by switching low_poly_only from false to true alongside always_visible: false, preventing VRAM spikes and stutter during heavy map mod loading.
4.1.4-82326 (Nighttime Fleet Density, AI Balance & Weight Stations)
NEW *Weight Station Probability bumped from 60% to 20% to be more realistic.*
AI Spawn Rebalance (Consumer Vehicles): Reduced the daytime and nighttime spawn probabilities for all Pickups and SUVs (suv, pickup, tt_pickup, f_150) from 3.7 down to 3.5 to slightly reduce civilian clutter in industrial zones.
AI Spawn Rebalance (Commercial Vehicles): Increased the daytime and nighttime spawn probabilities for Commercial Delivery Vans (van, van...box) from 1.0 up to 1.9 to boost the presence of local delivery traffic.
Environment Immersion (Truck Stops): Doubled the nighttime spawn probability for parked semi-truck fleets (truck_trlr.parked.physics.night and truck_trlr.cheap.parked.physics.night) from 0.55 to 1.1. Truck stops and rest areas will now feel significantly more packed and challenging to navigate during late-night hours.
Global Density Bump: Applied a clean 7% spawn weight multiplier across all vehicle classes to gently fill out empty background lots and scenic turnouts without model spam or duplication.
Broadened Time Windows: Replaced hard 0.0 drop-offs with low "bleed-over" probability values across day and night cycles, completely eliminating the sudden mass-extinction and pop-in effect during dawn and dusk transitions.
Municipal Night Shift Flipped: Reconfigured city sweepers and garbage trucks (Mack RD and standard units) to own the graveyard shift, driving up nighttime probabilities (0.85) while lowering daytime presence for peak realism.
v4.1.3-82126
Gate Fixes & Adjustments
ag_nv_wstg: Fixed the collision parameter pointing to /model/lv/westgate.pmg (geometry) instead of the proper .pmc collider file.
ag_suncrops: Fixed the collision parameter pointing to /model/sign/company_logos/sunshine_crops/suncrops_gate.pmg instead of the proper .pmc collider file.
State Hookup Updates
Illinois (animated_gate.dlc_il.sii)
Standardized: Reduced the trigger_distance for all panorama, underground, and construction fence gates from 135.0 to the universal 125.0.
Affected Units: ag_il_chic, ag_il_sprg, ag_il_chund, ag_il_fence
Kansas (animated_gate.dlc_ks.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_ks_salt, ag_ks_air
Montana (animated_gate.dlc_mt.sii)
Adjusted: Increased the trigger_distance for the short-range pneumatic gate from 15.0 to 17.0.
Affected Units: ag_mt_gfll
New Mexico (animated_gate.dlc_nm.sii)
Verified/Standardized: Confirmed and locked in the universal 125.0 trigger_distance for all panorama and tradition gates across the state.
Affected Units: ag_nm_trad, ag_nm_abq1, ag_nm_abqt
Oklahoma (animated_gate.dlc_ok.sii)
Adjusted: Increased the trigger_distance for the short-range depot gate from 15.0 to 17.0.
Affected Units: ag_pf_busf
Oregon (animated_gate.dlc_or.sii)
Fixed: Significantly increased the trigger_distance for the metal storage door from 50.0 to 135.0 to prevent late-opening clipping issues.
Affected Units: metal_01
Texas (animated_gate.dlc_tx.sii)
Standardized: Reduced the trigger_distance for all 16 panorama, oilfield, border, and Houston port gates from 135.0 down to the universal 125.0.
Wyoming (animated_gate.dlc_wy.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_wy_mine, ag_wy_ref
Parking Optimizations (AI Purge & Performance Rebalance) -
Parking UpdatesOptimization & PerformanceLow-Poly Migration:
Forced all Section 9 individual AI fallback profiles (from the 1951 Oldsmobile through the Volvo XC90) to low_poly_only: true for significant rendering PERFORMANCE IMPROVMENTS!!!
Vehicle Removals & Fixes Purge:
Completely removed traffic.tesla from all sport car lists and fallback profiles to resolve missing data chain physics errors.
Dealership Update: Replaced the Tesla in the car_dealer profile with the traffic.mustang.
UDS Van Purge: Eliminated traffic.pv_uds from all package van, car ship, and general van spawn profiles. Unit Conflicts:
Removed the conflicting featan unit name to ensure clean initialization.Spawn Probability
Rebalancing Realism Update:
Inverted street sweeper spawn times to heavily favor nighttime hours (0.6 night / 0.3 day) to accurately reflect real-world municipal operating schedules.
Standard Cars & Police:
Boosted daytime spawn probabilities from 1.0 to 1.5.
Trucks & Trailers: Increased daytime combos from 0.5 to 0.85, with a minor nighttime bump from 0.5 to 0.55.
SUVs & Pickups: Tweaked daytime baselines up to 3.7 and nighttime baselines to 1.2.
Logistics & Service Fleets:
Buffed daytime DHL vans significantly (0.5 to 1.2) and Garbage Trucks (0.4 to 0.6). Nighttime Limo spawns doubled to 0.2.
v4.1.2.1(Hotfix)
Log Error Hotfix: * Removed invalid/broken traffic.trailer.gas string references from Section 6 (truck_trlr.cheap.* units) to completely eliminate game log parsing errors and crash risks on load.
ratio bugfix
v4.1.2-81726
Animated Gate Spatial & Trigger Optimization (animated_gate.sii)
Group 1 Toll Booths (Cash Lanes): Increased stop-and-go trigger distance from 22.0m to 25.0m to improve AI and player approach logic.
Strict Security Checkpoints: Bumped trigger distance from 19.0m to 20.0m for standard security gates to allow better clearance for heavy haulers.
Oregon Slide 4 Gates: Fine-tuned trigger distance on the forward and backward slide 4 variants (an_slide_f4f, an_slide_b4f), increasing it from 30.0m to 33.0m.
File Architecture: Updated metadata and comment blocks to reflect v4.1.2 and cleaned up syntax for Prism3D stability.
Parked Vehicle Spawn & Physics Rebalance (parked_vehicle.sii)
SUVs & Full-Size Pickups: Increased spawn weight to 3.5 to accurately reflect real-world US traffic distribution.
Delivery Fleets Split: Separated generic package vans into dedicated company profiles. FedEx heavily prioritized (weight 3.0), while DHL presence is scaled back (weight 0.5).
Budget/Owner-Operator Semis: Increased spawn weight to 1.5 for a more worn-in, realistic feel in industrial zones.
Sports Cars: Reduced spawn weight to 0.7 to prevent over-saturation of supercars and EVs.
Municipal & Utility Fleets: Reduced spawn weight of street sweepers and garbage trucks to 0.4 for balanced city depot spawning.
Limousines: Reduced spawn weight to 0.1 to make them rare, exclusive sights.
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!
LEGACY MILESTONES (v1.0 - v4.0) From the initial launch to the stable 4.0 architecture, SGSB rapidly established its core infrastructure: Foundation & Gate Logic: Introduced baseline Smart Gate mechanics, custom safety buffers, and improved animation triggers. Dynamic Parking Integration: Replaced static vanilla parking with custom parked vehicle physics and variable fleet spawning. Collision & Hookup Standardization: Addressed base-game geometry bugs, fixed collider references, and unified trigger distances. RECENT UPDATES & COMPLETED RELEASES (v4.1 - v4.2) [v4.2] Major Fleet & Physics Optimization (Completed / Live) Syntax & Formatting Overhaul: Completely restructured unit identifiers (cont_truck, agri_truck, const_truck, etc.) to resolve engine parser limitations and eliminate unit name format errors. Engine Stability Fixes: Stripped all hidden non-breaking space characters (\u00A0) and standardizing indentation to prevent Prism3D parsing crashes. Fleet Value Tuning: Refined probability distributions, visibility flags, and low-poly constraints across all 49 distinct parked vehicle profiles. [v4.1 Series & Hotfixes] Nighttime Fleet Density & Weigh Station Flow: Scaled weigh station check probability to 20% (0.2), applied a 7% global spawn weight multiplier, and optimized dawn/dusk transition windows. Gate Colliders & State Hookups: Pointed custom gates (ag_nv_wstg, ag_suncrops) to proper .pmc files; unified animation trigger distances across IL, KS, MT, NM, OK, OR, TX, and WY DLCs. Midnight Train (v4.1.2): Separated generic package vans into dedicated company profiles for FedEx and DHL (transit.fedex, transit.dhl) and optimized cash toll/security checkpoint triggers. CURRENT FOCUS & ACTIVE TESTING Live Verification: Running real-time game logs and error-tracking diagnostics on the freshly patched v4.2 parked_vehicle.sii build to guarantee zero console warnings or load failures. WHAT'S COMING NEXT [v4.3] South Dakota Integration & Framework Rebase Architecture Alignment: Updating baseline framework structures to ensure seamless map compatibility and hookup integration for upcoming ATS expansions. Map Mod Presets: Building automated configuration profiles and compatibility patches for major regional map projects. [Phase 2] Expanded Gate, Barrier & Dynamic Parking Varieties New Industrial Assets: Introducing bi-parting security gates, heavy-duty sliding warehouse doors, and specialized railway crossing arms utilizing the updated unit structure. Randomized Depot Bays: Expanding the dynamic parking system to support randomized trailer spawns, varying bay occupancy, and lived-in depot variations. Audio Integration: Implementing distinct mechanical sound profiles for barrier arms, pneumatic safety buffers, and dynamic parking slot engagement cues. [Phase 3] Enhanced Multiplayer Synchronization & Scale Integration Convoy State Sync: Optimizing server-side state replication for animated gates and dynamic parking bay occupancy during multi-player sessions. Weigh Station Queues: Fine-tuning anti-clipping parameters, staging queues, and spacing rules for inspection lanes during heavy traffic events.
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
Target Environment & Compatibility
Requires ATS v1.60+ or v1.61.
Modified master files: /unit/hookup/animated_gate.sii, /unit/hookup/animated_gate.dlc_*.sii, and /unit/hookup/parked_vehicle.sii and def/world/trigger_action.sii.
Verified cross-compatibility for the ATS Base Map, all official State DLCs, ProMods Canada, and Reforma Map Combos.
Smart Gate Clearance & Distance Standards
135.0m Extended Tail-Swing Clearance: Applied to Oregon heavy metal storage doors (metal_01) to prevent long trailer clipping.
125.0m Universal High-Speed Approach: Applied to high-traffic entry points in Illinois (dlc_il), New Mexico (dlc_nm), and Texas (dlc_tx).
25.0m Stop-and-Go & Weigh Stations: Applied to state border inspection scale houses, weigh stations, river locks, and floodgates—retaining stock engine mechanics and native 25m triggers to protect baseline weighing logic and prevent trigger breakage.
20.0m Security & Guard Inspection: Applied to international borders, maritime ports, and mining facilities using a 90° orientation.
17.0m Pneumatic & Short-Range: Applied to industrial yards across Kansas, Montana, Oklahoma, and Wyoming.
Custom Asset Colliders: Explicit physical .pmc files assigned to custom assets including ag_nv_wstg and ag_suncrops.
Animated Gate Group Structure Index
Groups 1 & 2: Standard toll booths and weigh station scale arms retaining stock engine mechanics paired with 25m guarded barriers.
Group 3: Base Map and Western/Mountain expansions configured with 125.0m standard or 17.0m pneumatic triggers.
Group 4: Directional rotary/swing gates and heavy access doors tuned between 125.0m and 135.0m.
Groups 5 & 6: Midwest (dlc_il, dlc_mo, dlc_ia) and Southern DLC regional gate networks.
Group 7: Dynamic movers and bridge gates running 25.0m ranges, 100° orientation, and /sound/world/gate_iron.soundref audio.
Group 8: Secure industrial perimeters, refineries, mines, and ports utilizing a 20.0m range and 90° orientation.
Group 9: Framework preparations establishing rules for upcoming state expansions like North Dakota, Indiana, and South Dakota.
Parked Fleet & Parking Density Architecture
85 Integrated Categories: Fully expanded fleet rebalance handling all vehicle profiles with 100% vanilla traffic compliance, stripping all obsolete or modded vehicle strings.
Namespace De-duplication: Base unit names in parked_vehicle.sii rewritten to prevent runtime parser collisions with base assets and major map mods.
Deterministic Shift Ratios: Enforces dynamic probability multipliers (scaling up to 2.0 for overnight rest stops and rural clusters).
Yard Trailer Rules: Configured with high daytime weights and optimized night weights, pairing with mandatory rear_align: true tags.
Night Light Rules: Enforces forced_flare_low_beam: true and active warning flares (forced_flare_hooter: true) across emergency, enforcement, and night-shift fleet profiles.
VRAM Optimization: Background variants use low_poly_only: true and always_visible: false. Recommended console setting: uset g_lod_factor_parked "1.1".
Weight Stations
Weight stations went from 80% stop chance to 20% to be more realistic.
Bug Fixes & Stability Cleanups
Parser Crash Resolution: Eliminated duplicate unit errors caused by legacy suv.always.parked.physics registrations and third-party truck mod clashes.
Vanilla Traffic Enforcement: Scrubbed non-native vehicle definitions to ensure zero missing asset logs under ATS v1.60+ runtime environments.
| Title | Author | Projects | |
|---|---|---|---|
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 61 | Details |
