Euro Truck Simulator 2
American
Truck Simulator
# Smart Gates, Dynamic Parking and Safety Buffers (SGSB) 26.10.161RT2
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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)
---
### 🛑 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.
---
### ✅ 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, parking lots, 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). From 17-25m on guard gates, border checks to 125-135m on every other gate.
* **Extended Trigger Ranges:** Increased activation distances 125m 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 lots, rest stops, yards, and drop-off parked_trailer and vehicle codes have been completely rewritten. Everything will feel more realistic—empty truck stops with two random trucks at night or barren parking lots are a thing of the past. SGSB introduces a massive expansion across 90 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, parked trailers, and heavy wreckers utilize strict alignment protocols (rear_align: true, parked_trailer), 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.
---
## ⚠️ 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)
* Most newer dlcs especially Illinois and now South Dakota have gone with prefab gates.
**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).
unit/hookup/parked_vehicle.sii
unit/hookup/parked_trailer.sii
unit/hookup/animated_gate.sii
def/world/trigger_action.sii
---
## 🐛 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 26.04.1 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.
### v26.10.161RT2 (930-1750-Road Trip Hotfix 2)
* Fixed car mode not letting you sleep or even showing rest icons on map.
### v26.10.161RT1 (930-1230-Road Trippin HOTFIX1) ###
* Removed Ford Road Trip car pack from parked files. Parser error. Ive removed them till i have time to build them into AI vehicles. SCS never included them so my calls do nothing but give an error. Sorry Folks...Ill Work on this if someone knows how to add none AI cars please drop me a message.
### v26.10.161 (9/29-1830 Final - Road Trippin) ###
---
**🏗️ 1. ATS 1.61 Compatibility, Core Features & Road Trip DLC Integration**
* **ATS 1.61 Engine & World Integration:** Full support for the new ATS 1.61 update, including the Proximity Exploration feature for hidden roads and the advanced lighting/material shader system expanded to the International LT and LoneStar trucks.
* **Project Road Trip & Ford DLC Framework:** Integrated foundational support for the new Road Trip career module and the **Road Trip: Ford DLC**, adding custom spawn compatibility and categorization for the official vehicle fleet:
* **1967 Ford Mustang Fastback** (Classic muscle/pony car)
* **2023 Ford F-150** (Modern light-duty utility & work truck)
* **2023 Ford Bronco Badlands** (Off-road SUV)
* **1998–2012 Ford Crown Victoria** (Full-size sedan / municipal veteran)
* **Official Soda Ash Gate Integration:** Added official ATS 1.61 mining and industrial asset hookups into Company & General Industrial Gates (`[GROUP 5]`):
* `anim_gate.soda_ash` (Linked model: `/model/props/street/tollgate_soda_ash_gate_anim.pmd`)
* `anim_gate.soda_ash2` (Linked model: `/model/props/street/tollgate_soda_ash_gate_anim2.pmd`)
* **Gate Logic & Safety Enhancements:** Enabled `trailer_activation: true` across new soda ash gates to prevent premature closing collisions on multi-axle lowboys and heavy-haul trailers, paired with standard iron gate sound references (`/sound/world/gate_iron.soundref`) and tuned trigger orientations.
* **Strict Vanilla Compliance:** Corrected low-cab flatbed definitions to strictly utilize native 1.61 SCS vehicle tokens (`traffic.lowcab_fbed1`, `traffic.lowcab_fbeds`), ensuring zero reliance on external mods and eliminating missing unit warnings.
---
**🚛 2. Standalone `parked_trailer.sii` Overhaul**
To transform static industrial lots into living, realistic environments, the standalone trailer framework has been fully modernized:
* **Shift-Based RNG Logic:** Stripped out static `always_visible: true` tags and injected `probability_day` and `probability_night` variables. Yards physically empty out during daytime working hours to simulate dispatches and fill up with staged freight at night.
* **Purposeful Cargo Filtering:** Removed base-model empty references from heavy industry pools, restricting `allowed_trailer[]` lists exclusively to cargo-suffixed variants (machinery, livestock, and material loads).
* **Vanilla Overwrite Strategy:** Hijacked hardcoded vanilla identifiers (such as `trailer.parked.construction.always`) so dynamic rules apply globally to every existing map prefab without requiring custom Map Editor placement.
* **Modular Architecture:** Cleaned arrays and restructured the codebase into 9 distinct industry categories (Groceries, Containers, Farm, Logging, Construction, Logistics, Fuel, Automotive, Generic) with standardized UI header boundaries.
---
**🚚 3. Fleet Additions, Commercial Expansion & Comprehensive World Mapping**
* **Commercial & Delivery Expansion:** Added daytime delivery van spawns (Transit cargo/ladder, City Express, Chevy Van, Box Truck, Lowcab Delivery) to Parcel Courier Hubs (`[Section 14]`), Strip Malls (`[Section 82]`), and Retail Mix (`[Section 81]`).
* **Construction & Industrial Overhaul:** Integrated missing low-cab variants (dump, dump trailer, flatbed) and transit cargo/ladder configurations to daytime parking at Construction Yards (`[Section 10]`), Material Yards (`[Section 15]`), Quarries (`[Section 17]`), and Road Construction zones (`[Section 77]`).
* **Vintage & Classic Car Integration:** Injected native vintage vehicle models (1951 Oldsmobile, Cadillac DeVille, Mercury, Chevy Caprice) across all visibility states (Always, Day, Night) for Rural Residential (`[Section 40]`), Rural Properties (`[Section 41]`), Rest Stops (`[Section 43]`), Motels & Lodges (`[Section 80]`), and Retail Lots (`[Section 81]`).
* **Vocational & Municipal Fleet:** Fully integrated utility reel service variants (`traffic.lowcab_r_p1/p2`, `c1/c2`, `d1/d2`, `t1/t2`, `b1/b2`), concrete pumpers (`traffic.mack_rd.pump`), cistern tankers (`traffic.mack_rd.ccistern`), and street sweepers (`traffic.sweeper`).
* **Comprehensive Ford & Vehicle Hub Allocation:** Mapped the new Ford vehicle lineup and expanded fleets across targeted environments:
* *Gas Stations & Convenience Hubs:* Universal stopover staging for all Fords and daily commuters.
* *Retail Shopping Centers & Strip Malls:* F-150, Crown Victoria, Mustang, and Bronco Badlands.
* *Rest Stops & Motels / Highway Lodges:* Overnight slots featuring classic cruisers, off-roaders, and traveler pickup trucks.
* *Driveways & Residential Clusters:* Lived-in neighborhood and rural driveway layouts.
* *Industrial Work Sites & Logistics Yards:* F-150 supervisor and contractor transport.
* *Farm Co-Ops & Agricultural Properties:* F-150 utility trucks and Bronco SUVs.
* *Trailheads, Scenic Overlooks & Nature Reserves:* Bronco and F-150 off-road/outdoor staging.
* *Service Garages & Local Repair Shops:* F-150, Bronco, Mustang, and Crown Victoria filling maintenance bays and project slots.
* *Car Dealerships & Showrooms:* Vehicle transfers and display staging.
---
**⚙️ 4. Technical Fixes, Lighting & Physics Refinements**
* **ATS Unit Name Character Limit Enforcement:** Resolved critical game loading crashes by adhering to the hardcoded ATS engine rule stating that **every dot-separated token segment in a unit name cannot exceed 12 characters**:
* Shortened Section 86 prefix from `ind_warehouse` (13 characters) to `ind_wrhs`.
* Shortened Section 87 prefix from `county_turnout` (14 characters) to `c_turnout`.
* Verified clean initialization with 0 unit parsing or syntax errors in `game.log.txt`.
* **Ghost Headlights Scrubbed:** Removed `forced_flare_low_beam: true` from civilian/parked `.night` blocks (Sections 2, 8, 40, 41, 47, and 80) to stop unlit parked vehicles from projecting active night beams. Retained exclusively on active emergency vehicles, scale queues, and monitored operational stops.
* **Trailer Mesh Alignment Injected:** Added `rear_align: true` to mixed trailer nodes and heavy transport blocks (Sections 6, 68, 70, and 87) to prevent center-spawning meshes from clipping through adjacent prefabs, docks, or spawn points.
* **Probability Tuning Maintained:** Preserved mutually exclusive day/night spawn probabilities across all altered sections, ensuring flawless dynamic parking transitions across the simulation clock without over-populating localized environments.
* **Syntax & Value Adjustments:**
* Added missing spacing to `probability_night: 2.0` in Section 10 (`const_truck.parked.physics.night`) for strict parser compatibility.
* Renamed Section 8 limo blocks from `limo.always.parked...` to `limo.parked.physics.day` and `limo.parked.physics.night` to accurately reflect their `always_visible: false` state.
* Capped `moto.parked.physics.day` in Section 54 down to `3.0` to eliminate double-roll and mesh-overlapping risks in tight parking slots.
---
**📐 5. Technical Mechanics Reference (`parked_trailer` vs. `parked_vehicle`)**
* **Dedicated Trailer Slots:** Standalone trailer spawns pull explicitly from `allowed_trailer[]` definitions rather than `allowed_vehicle[]`, locking them to appropriate industry yards (terminals, silos, container depots).
* **The `rear_align: true` Rule:** Because trailers spawn uncoupled without a cab, this flag forces the game engine to anchor the kingpin and rear alignment against invisible prefab parking boxes—stopping them from spawning sideways or floating inside fences.
* **State Control:** Strict syntax parameters ensure low-poly freight variants remain isolated to industrial zones, preventing out-of-place dry vans or flatbeds from appearing in civilian areas.
### v26.9.161SD (The Great Rambase)
**Date:** 9/23/26 | **Time:** 15:24
*Rams, Rams, Rams!!! This update significantly boosts the presence of Ram trucks and other modern pickups across multiple sections, alongside a major expansion of regional van fleets and classic car spawns. The backend has also been scrubbed for duplicate entries, parser warnings, and ghost code.*
## 🚛 New Vehicle Spawns & World Balances
* **Modern Pickups (Rivian, F-150, Sierra HD, Ram):** Balanced and evenly populated across Scenic Overlooks, Marinas, Dealerships, and Rural zones. Ensures a natural, realistic baseline presence of modern utility and lifestyle trucks across outdoor and commercial areas.
* **News Vans (CBN, FOX):** Deployed to Disaster Relief and Wildfire Staging areas, Motels, Fast Food, Rest Stops, and Convenience Stores. Adds immediate context to emergency zones and overnight press coverage at motels.
* **Delivery Vans (FedEx, DHL, Amazon/pv_posted):** Added to Rural Residential/Farmhouse driveways, Motels, Fast Food, and Repair Shops. Enhances immersion by simulating parcel delivery right at rural doorsteps and fleet maintenance turnover.
* **Work & Contractor Vans (Ladder, Glass):** Sited at Motels, Rest Stops, Fast Food joints, and Car Washes. Reflects traveling tradesmen stopping for meals, rest, or washing job-site grime off their rigs.
* **Vintage Cars (Oldsmobile, C-Deville, Mercury):** Now spawning at Scenic Lookouts/Trailheads, Rest Stops, Motels, Fast Food, Car Washes, and Repair Garages to simulate weekend classic car cruises and enthusiast meets.
## 🔧 Fixes, Integrations & Code Cleanup
* **Featan Pickup ID Corrections:** Replaced incorrect legacy `tt_pickup` entity calls inside the dedicated Featan parking definitions with the correct native call (`traffic.featan.pickup.midclass_25`).
* **General World-Spawn Integration:** Injected `traffic.featan.pickup.midclass_25` into the general spawn pools (`suv`, `pickup`, and `car_dealer`) across their `.always`, `.day`, and `.night` physics blocks for natural population in random lots.
* **Missing Variant & Fallback Profiles Added:** Appended the missing highway service variant block targeting `traffic.featan.pickup.midclass_25.maintenance` to the end of Section 89. Registered the individual unit fallback profile (`ai.featan.pickup.midclass_25`) under Section 50 to ensure clean engine integration.
* **Duplicate Spawns Removed:** Cleaned up redundant array entries for `traffic.transit_16.cargo` (Section 1) and `traffic.city_exp` (Sections 63 and 81) to balance RNG spawn weighting.
* **Probability Syntax Fixed:** Corrected the night spawn multiplier in Section 43 (`rest_stop`) from an irregular `3.08` down to a standardized `3.0`.
* **Engine Parser Warnings Prevented:** Removed blank whitespace lines inside the Section 80 (`motel_lodge`) active arrays to keep the SCS engine log clean.
* **Ghost Code Purged:** Scrubbed all obsolete, commented-out `#allowed_vehicle[]: "traffic.civic"` lines globally to reduce file size and visual clutter.
* **Heavy Transport Preserved:** Deliberately bypassed Sections 6 and 79 to protect your established `truck_long` logistics yard spawn parameters.
* **Header Correction:** Fixed the "AUTOMOTIVE DEALERSHIPSS" spelling typo in the Section 16 banner.
### v26.9.161-1 (9/21/26) (The Great RAMbase) ###
* In preparation for South Dakota im pushing a massive fix for trucks and trailers sticking out of fences at dealships and repair shops.
* Ram Ram Rams!! Added Rams and Featan to more categories
* Wyoming Hookup Cleanup:** Removed the legacy Wyoming gate definitions (`ag_wy_indep`, `ag_wy_riv`, `ag_wy_jack`, `ag_wy_ref`) from the master file. Because version 1.61 now bakes these specific native definitions directly into the core game archives, removing them prevents fatal duplicate unit crash errors while still allowing the game engine to call them naively.
* *Motorcycle Spawn Rebalancing (Sec 56):** Increased overall motorcycle presence in designated lots (Day probability bumped to 3.0; Night to 0.8).
* Core Def Cleanup:** Audited and resolved missing parsed vehicle definition strings across triggers.
* Zero-Dependency Guarantee:** Verified all injected vehicle spawn strings use 100% vanilla SCS definitions for zero log warnings.
### v26.9.161-1 (92126) (The Great RAMbase) ###
* In preparation for South Dakota im pushing a massive fix for trucks and trailers sticking out of fences at dealships and repair shops.
* Ram Ram Rams!! Added Rams and Featan to more categories
* Wyoming Hookup Cleanup:** Removed the legacy Wyoming gate definitions (`ag_wy_indep`, `ag_wy_riv`, `ag_wy_jack`, `ag_wy_ref`) from the master file. Because version 1.61 now bakes these specific native definitions directly into the core game archives, removing them prevents fatal duplicate unit crash errors while still allowing the game engine to call them naively.
* *Motorcycle Spawn Rebalancing (Sec 56):** Increased overall motorcycle presence in designated lots (Day probability bumped to 3.0; Night to 0.8).
* Core Def Cleanup:** Audited and resolved missing parsed vehicle definition strings across triggers.
* Zero-Dependency Guarantee:** Verified all injected vehicle spawn strings use 100% vanilla SCS definitions for zero log warnings.
### 26.9.161 (1.61 Rebase & Pre-South Dakota Release)
**📌 Versioning Update & Rationale**
* Format Shift to 26.9.161: Updated the mod versioning scheme to directly mirror the ATS game patch version (1.61), providing clearer tracking for players and ensuring compatibility alignment.
* Staging & Expansion Roadmap: Maintained 26.9.161 as the pre-release staging baseline, keeping it clean ahead of the upcoming South Dakota DLC release (where it will transition to 26.9.161SD or 26.9.161-1).
**🚗 New Vehicle Integration & Hybrid Pools**
* Modern Pickups & SUVs: Integrated traffic.featan.pickup.midclass_25, traffic.caliber.suv.premium_23, and traffic.tt_pickup into primary hybrid spawn pools, including Rest Stops (rest_stop), Retail Mix (retail_mix), Motel parking lots, and Marina/Boat ramps.
* Electric & Hybrid Lineup: Added the traffic.voltison_r and traffic.voltse models into EV Charging stations (ev_charger), Sport Car pools, and Low-Cost/Fast Food parking configurations.
* Broadcast & News Media: Created dedicated tracking for news network vans (traffic.transit_16.cbn and traffic.transit_16.fox) with specialized day and night weighting rules.
* Package Vans & Work Cabs: Added the new package van variant (traffic.pv_mw) to courier hubs and integrated vocational work cabs (hoodcabdumpd, traffic.ladder, etc.) into Section 8 work fleets.
**🛡️ Specialized Zone & Agency Fleet Enhancements**
* Section 36 (Border Inspection & Weigh Stations): Added traffic.featan.pickup.midclass_25 into border and customs outpost spawn pools.
* Section 46 (Scale Master & Weight Enforcement): Integrated traffic.caliber.suv.premium_23 to modernize state agency and inspector vehicle lots alongside existing Crown Vics and Explorers.
* Section 73 (Wildfire & Incident Command Staging): Added traffic.featan.pickup.midclass_25.maintenance service utility trucks to forestry and emergency response staging clusters.
**🛠️ Structure & Engine Fallback Fixes**
* Section 48 Fallback Additions: Appended all missing single-vehicle AI fallback definitions (ai.voltse22, ai.calsuvpre23, ai.voltison_r.factory, ai.voltse.factory, and ai.featan.pickup.midclass_25) to prevent missing unit errors in game.log.txt.
* Standalone Profiles: Built dedicated profile blocks for all new 1.61 vehicles complete with independent day/night probabilities, low_poly_only optimizations, and nighttime lighting flares.
### v4.2.7-091426 (Hybrid Pools & Parking Variety Tweak) ###
**Global Spawn Density Tuning**
* 10% Parking Bump: Applied an upward density adjustment to `probability_day` and `probability_night` values across core parked vehicle physics profiles to ensure lots populate more naturally during peak midday hours without feeling unnaturally oversaturated.
* Ratio Integrity: Preserved individual behavioral flags (such as low-beam lighting, driver toggles, and rear-align parameters) while elevating overall vehicle appearance frequency.
**Hybrid Retail & Convenience Store Pools (`retail_mix` & `conv_store`)**
* Clone Elimination: Replaced single-vehicle definition blocks in retail zones with broad, multi-class hybrid pools. Parking stalls now dynamically roll between compacts, sedans, SUVs, and pickup trucks.
* Jeep Wrangler Integration: Officially added the vanilla Jeep Wrangler (`traffic.jeep_w`) into both the convenience store (`conv_store`) and the broader retail mix (`retail_mix`) arrays for added variety.
**Expanded Auto Repair & Service Garages (`repair_trk` — Section 43)**
* Authentic Customer Traffic: Upgraded Section 43 with a comprehensive hybrid vehicle array to simulate real-world customer drop-offs and shop activity.
* Expanded Roster: Blended daily drivers, classic models (like the Oldsmobile), service vans, heavy-duty pickups (RAM, F-150, Sierra HD), SUVs, and the Jeep Wrangler into the garage bay pool.
**Specialized Environment Pools**
* Motel & Highway Lodges (`motel_lodge`): Grouped out-of-town vehicle profiles, full-size SUVs, campers, and transit vans to simulate overnight guests parked outside their rooms.
* Fast-Food Drive-Thrus (`fast_food`):** Configured quick-service lots with daily drivers, compacts, and light trucks to accurately mirror lunch rushes and queue areas.
**Nighttime Lighting & Metadata**
* Illumination Rules: Maintained strict `forced_flare_low_beam: true` configurations across all evening and nighttime hybrid blocks for correct lighting behavior after dark.
* Mod Manager Tracking: Incremented internal version headers to designate **4.2.7 (Hybrid Pools & Parking Variety Tweak)** for clean version control.
### v4.2.6-091126(Spawn Tweaks)
**Daytime Multipliers**
* Fine-tuned active daytime probability ranges up to 2.0 – 2.5 across standard transport, commercial units, rest stops, and scenic pull-offs.
**Nighttime Multipliers**
* Adjusted overnight rest slots, queues, and industrial night rates to range between 0.4 and 2.4.
**Starting with 1.61/South Dakota rebase, all versions will follow year.month.ats version-hotfix**
### 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.
### v4.2.3.1-09426 (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!
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
Good catch! "Golden Age" is a great fit for finally getting this build stable and ready for the new map expansion.
Here is the corrected Quick Reference Guide with the updated project code name:
### Smart Gates, Dynamic Parking and Safety Buffers (SGSB)
**Quick Reference Guide | v26.9.161 [Project: Golden Age]**
---
**I. Compatibility & Architecture**
* **Target Version:** Optimized for American Truck Simulator (ATS) v1.61+ environments.
* **Modified Core Files:**
* `/unit/hookup/animated_gate.sii`
* `/unit/hookup/animated_gate.dlc_*.sii`
* `/unit/hookup/parked_vehicle.sii`
* `/def/world/trigger_action.sii`
* **Map Support:** Fully verified for the Base Map, all official State DLCs, ProMods Canada, and Reforma Map Combos.
* **Fleet Scale:** Integrates **85** expanded, 100% vanilla-compliant parked vehicle categories, with obsolete strings fully purged.
**II. Key Tweaks & Adjustments**
* **Weigh Station Realism:** Lowered the weigh station stop/inspection probability from **80% down to 20%**.
* **Spawn Multipliers:** Configured deterministic shift ratios scaling up to **2.0–2.5** for high-density zones (e.g., rest stops, rural clusters, and staging queues).
* **Lighting & Safety Enforcement:**
* Enforces `forced_flare_low_beam: true`
* Activates warning hooters (`forced_flare_hooter: true`)
* Applies mandatory `rear_align: true` tags on applicable trailers and emergency profiles.
**III. Gate Clearance & Trigger Standards**
* **135.0m:** Extended tail-swing clearance for heavy metal doors (`metal_01`).
* **125.0m:** Universal high-speed approach triggers for high-traffic entry points (e.g., IL, NM, TX).
* **25.0m:** Native stop-and-go trigger range preserved for state scale houses, weigh stations, and river locks to maintain baseline logic.
* **20.0m / 17.0m:** Tight security perimeters for international borders and pneumatic short-range industrial yards.
**IV. Performance & Optimization**
* **VRAM Efficiency:** Background variants utilize `low_poly_only: true` and `always_visible: false` to reduce overhead.
* **Stability:** Eliminated legacy parser crashes and duplicate unit errors tied to third-party truck clashes.
| Title | Author | Projects | |
|---|---|---|---|
| ATS ADDONS | DoubleDutch | 23 | Details |
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 79 | Details |
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### v26.10.161RT2 (930-1750-Road Trip Hotfix 2)
* Fixed car mode not letting you sleep or even showing rest icons on map.
### v26.10.161RT1 (930-1230-Road Trippin HOTFIX1) ###
* Removed Ford Road Trip car pack from parked files. Parser error. Ive removed them till i have time to build them into AI vehicles. SCS never included them so my calls do nothing but give an error. Sorry Folks...Ill Work on this if someone knows how to add none AI cars please drop me a message.
### v26.10.161 (9/29-1830 Final - Road Trippin) ###
---
**🏗️ 1. ATS 1.61 Compatibility, Core Features & Road Trip DLC Integration**
* **ATS 1.61 Engine & World Integration:** Full support for the new ATS 1.61 update, including the Proximity Exploration feature for hidden roads and the advanced lighting/material shader system expanded to the International LT and LoneStar trucks.
* **Project Road Trip & Ford DLC Framework:** Integrated foundational support for the new Road Trip career module and the **Road Trip: Ford DLC**, adding custom spawn compatibility and categorization for the official vehicle fleet:
* **1967 Ford Mustang Fastback** (Classic muscle/pony car)
* **2023 Ford F-150** (Modern light-duty utility & work truck)
* **2023 Ford Bronco Badlands** (Off-road SUV)
* **1998–2012 Ford Crown Victoria** (Full-size sedan / municipal veteran)
* **Official Soda Ash Gate Integration:** Added official ATS 1.61 mining and industrial asset hookups into Company & General Industrial Gates (`[GROUP 5]`):
* `anim_gate.soda_ash` (Linked model: `/model/props/street/tollgate_soda_ash_gate_anim.pmd`)
* `anim_gate.soda_ash2` (Linked model: `/model/props/street/tollgate_soda_ash_gate_anim2.pmd`)
* **Gate Logic & Safety Enhancements:** Enabled `trailer_activation: true` across new soda ash gates to prevent premature closing collisions on multi-axle lowboys and heavy-haul trailers, paired with standard iron gate sound references (`/sound/world/gate_iron.soundref`) and tuned trigger orientations.
* **Strict Vanilla Compliance:** Corrected low-cab flatbed definitions to strictly utilize native 1.61 SCS vehicle tokens (`traffic.lowcab_fbed1`, `traffic.lowcab_fbeds`), ensuring zero reliance on external mods and eliminating missing unit warnings.
---
**🚛 2. Standalone `parked_trailer.sii` Overhaul**
To transform static industrial lots into living, realistic environments, the standalone trailer framework has been fully modernized:
* **Shift-Based RNG Logic:** Stripped out static `always_visible: true` tags and injected `probability_day` and `probability_night` variables. Yards physically empty out during daytime working hours to simulate dispatches and fill up with staged freight at night.
* **Purposeful Cargo Filtering:** Removed base-model empty references from heavy industry pools, restricting `allowed_trailer[]` lists exclusively to cargo-suffixed variants (machinery, livestock, and material loads).
* **Vanilla Overwrite Strategy:** Hijacked hardcoded vanilla identifiers (such as `trailer.parked.construction.always`) so dynamic rules apply globally to every existing map prefab without requiring custom Map Editor placement.
* **Modular Architecture:** Cleaned arrays and restructured the codebase into 9 distinct industry categories (Groceries, Containers, Farm, Logging, Construction, Logistics, Fuel, Automotive, Generic) with standardized UI header boundaries.
---
**🚚 3. Fleet Additions, Commercial Expansion & Comprehensive World Mapping**
* **Commercial & Delivery Expansion:** Added daytime delivery van spawns (Transit cargo/ladder, City Express, Chevy Van, Box Truck, Lowcab Delivery) to Parcel Courier Hubs (`[Section 14]`), Strip Malls (`[Section 82]`), and Retail Mix (`[Section 81]`).
* **Construction & Industrial Overhaul:** Integrated missing low-cab variants (dump, dump trailer, flatbed) and transit cargo/ladder configurations to daytime parking at Construction Yards (`[Section 10]`), Material Yards (`[Section 15]`), Quarries (`[Section 17]`), and Road Construction zones (`[Section 77]`).
* **Vintage & Classic Car Integration:** Injected native vintage vehicle models (1951 Oldsmobile, Cadillac DeVille, Mercury, Chevy Caprice) across all visibility states (Always, Day, Night) for Rural Residential (`[Section 40]`), Rural Properties (`[Section 41]`), Rest Stops (`[Section 43]`), Motels & Lodges (`[Section 80]`), and Retail Lots (`[Section 81]`).
* **Vocational & Municipal Fleet:** Fully integrated utility reel service variants (`traffic.lowcab_r_p1/p2`, `c1/c2`, `d1/d2`, `t1/t2`, `b1/b2`), concrete pumpers (`traffic.mack_rd.pump`), cistern tankers (`traffic.mack_rd.ccistern`), and street sweepers (`traffic.sweeper`).
* **Comprehensive Ford & Vehicle Hub Allocation:** Mapped the new Ford vehicle lineup and expanded fleets across targeted environments:
* *Gas Stations & Convenience Hubs:* Universal stopover staging for all Fords and daily commuters.
* *Retail Shopping Centers & Strip Malls:* F-150, Crown Victoria, Mustang, and Bronco Badlands.
* *Rest Stops & Motels / Highway Lodges:* Overnight slots featuring classic cruisers, off-roaders, and traveler pickup trucks.
* *Driveways & Residential Clusters:* Lived-in neighborhood and rural driveway layouts.
* *Industrial Work Sites & Logistics Yards:* F-150 supervisor and contractor transport.
* *Farm Co-Ops & Agricultural Properties:* F-150 utility trucks and Bronco SUVs.
* *Trailheads, Scenic Overlooks & Nature Reserves:* Bronco and F-150 off-road/outdoor staging.
* *Service Garages & Local Repair Shops:* F-150, Bronco, Mustang, and Crown Victoria filling maintenance bays and project slots.
* *Car Dealerships & Showrooms:* Vehicle transfers and display staging.
---
**⚙️ 4. Technical Fixes, Lighting & Physics Refinements**
* **ATS Unit Name Character Limit Enforcement:** Resolved critical game loading crashes by adhering to the hardcoded ATS engine rule stating that **every dot-separated token segment in a unit name cannot exceed 12 characters**:
* Shortened Section 86 prefix from `ind_warehouse` (13 characters) to `ind_wrhs`.
* Shortened Section 87 prefix from `county_turnout` (14 characters) to `c_turnout`.
* Verified clean initialization with 0 unit parsing or syntax errors in `game.log.txt`.
* **Ghost Headlights Scrubbed:** Removed `forced_flare_low_beam: true` from civilian/parked `.night` blocks (Sections 2, 8, 40, 41, 47, and 80) to stop unlit parked vehicles from projecting active night beams. Retained exclusively on active emergency vehicles, scale queues, and monitored operational stops.
* **Trailer Mesh Alignment Injected:** Added `rear_align: true` to mixed trailer nodes and heavy transport blocks (Sections 6, 68, 70, and 87) to prevent center-spawning meshes from clipping through adjacent prefabs, docks, or spawn points.
* **Probability Tuning Maintained:** Preserved mutually exclusive day/night spawn probabilities across all altered sections, ensuring flawless dynamic parking transitions across the simulation clock without over-populating localized environments.
* **Syntax & Value Adjustments:**
* Added missing spacing to `probability_night: 2.0` in Section 10 (`const_truck.parked.physics.night`) for strict parser compatibility.
* Renamed Section 8 limo blocks from `limo.always.parked...` to `limo.parked.physics.day` and `limo.parked.physics.night` to accurately reflect their `always_visible: false` state.
* Capped `moto.parked.physics.day` in Section 54 down to `3.0` to eliminate double-roll and mesh-overlapping risks in tight parking slots.
---
**📐 5. Technical Mechanics Reference (`parked_trailer` vs. `parked_vehicle`)**
* **Dedicated Trailer Slots:** Standalone trailer spawns pull explicitly from `allowed_trailer[]` definitions rather than `allowed_vehicle[]`, locking them to appropriate industry yards (terminals, silos, container depots).
* **The `rear_align: true` Rule:** Because trailers spawn uncoupled without a cab, this flag forces the game engine to anchor the kingpin and rear alignment against invisible prefab parking boxes—stopping them from spawning sideways or floating inside fences.
* **State Control:** Strict syntax parameters ensure low-poly freight variants remain isolated to industrial zones, preventing out-of-place dry vans or flatbeds from appearing in civilian areas.
### v26.9.161SD (The Great Rambase)
**Date:** 9/23/26 | **Time:** 15:24
*Rams, Rams, Rams!!! This update significantly boosts the presence of Ram trucks and other modern pickups across multiple sections, alongside a major expansion of regional van fleets and classic car spawns. The backend has also been scrubbed for duplicate entries, parser warnings, and ghost code.*
## 🚛 New Vehicle Spawns & World Balances
* **Modern Pickups (Rivian, F-150, Sierra HD, Ram):** Balanced and evenly populated across Scenic Overlooks, Marinas, Dealerships, and Rural zones. Ensures a natural, realistic baseline presence of modern utility and lifestyle trucks across outdoor and commercial areas.
* **News Vans (CBN, FOX):** Deployed to Disaster Relief and Wildfire Staging areas, Motels, Fast Food, Rest Stops, and Convenience Stores. Adds immediate context to emergency zones and overnight press coverage at motels.
* **Delivery Vans (FedEx, DHL, Amazon/pv_posted):** Added to Rural Residential/Farmhouse driveways, Motels, Fast Food, and Repair Shops. Enhances immersion by simulating parcel delivery right at rural doorsteps and fleet maintenance turnover.
* **Work & Contractor Vans (Ladder, Glass):** Sited at Motels, Rest Stops, Fast Food joints, and Car Washes. Reflects traveling tradesmen stopping for meals, rest, or washing job-site grime off their rigs.
* **Vintage Cars (Oldsmobile, C-Deville, Mercury):** Now spawning at Scenic Lookouts/Trailheads, Rest Stops, Motels, Fast Food, Car Washes, and Repair Garages to simulate weekend classic car cruises and enthusiast meets.
## 🔧 Fixes, Integrations & Code Cleanup
* **Featan Pickup ID Corrections:** Replaced incorrect legacy `tt_pickup` entity calls inside the dedicated Featan parking definitions with the correct native call (`traffic.featan.pickup.midclass_25`).
* **General World-Spawn Integration:** Injected `traffic.featan.pickup.midclass_25` into the general spawn pools (`suv`, `pickup`, and `car_dealer`) across their `.always`, `.day`, and `.night` physics blocks for natural population in random lots.
* **Missing Variant & Fallback Profiles Added:** Appended the missing highway service variant block targeting `traffic.featan.pickup.midclass_25.maintenance` to the end of Section 89. Registered the individual unit fallback profile (`ai.featan.pickup.midclass_25`) under Section 50 to ensure clean engine integration.
* **Duplicate Spawns Removed:** Cleaned up redundant array entries for `traffic.transit_16.cargo` (Section 1) and `traffic.city_exp` (Sections 63 and 81) to balance RNG spawn weighting.
* **Probability Syntax Fixed:** Corrected the night spawn multiplier in Section 43 (`rest_stop`) from an irregular `3.08` down to a standardized `3.0`.
* **Engine Parser Warnings Prevented:** Removed blank whitespace lines inside the Section 80 (`motel_lodge`) active arrays to keep the SCS engine log clean.
* **Ghost Code Purged:** Scrubbed all obsolete, commented-out `#allowed_vehicle[]: "traffic.civic"` lines globally to reduce file size and visual clutter.
* **Heavy Transport Preserved:** Deliberately bypassed Sections 6 and 79 to protect your established `truck_long` logistics yard spawn parameters.
* **Header Correction:** Fixed the "AUTOMOTIVE DEALERSHIPSS" spelling typo in the Section 16 banner.
### v26.9.161-1 (9/21/26) (The Great RAMbase) ###
* In preparation for South Dakota im pushing a massive fix for trucks and trailers sticking out of fences at dealships and repair shops.
* Ram Ram Rams!! Added Rams and Featan to more categories
* Wyoming Hookup Cleanup:** Removed the legacy Wyoming gate definitions (`ag_wy_indep`, `ag_wy_riv`, `ag_wy_jack`, `ag_wy_ref`) from the master file. Because version 1.61 now bakes these specific native definitions directly into the core game archives, removing them prevents fatal duplicate unit crash errors while still allowing the game engine to call them naively.
* *Motorcycle Spawn Rebalancing (Sec 56):** Increased overall motorcycle presence in designated lots (Day probability bumped to 3.0; Night to 0.8).
* Core Def Cleanup:** Audited and resolved missing parsed vehicle definition strings across triggers.
* Zero-Dependency Guarantee:** Verified all injected vehicle spawn strings use 100% vanilla SCS definitions for zero log warnings.
### v26.9.161-1 (92126) (The Great RAMbase) ###
* In preparation for South Dakota im pushing a massive fix for trucks and trailers sticking out of fences at dealships and repair shops.
* Ram Ram Rams!! Added Rams and Featan to more categories
* Wyoming Hookup Cleanup:** Removed the legacy Wyoming gate definitions (`ag_wy_indep`, `ag_wy_riv`, `ag_wy_jack`, `ag_wy_ref`) from the master file. Because version 1.61 now bakes these specific native definitions directly into the core game archives, removing them prevents fatal duplicate unit crash errors while still allowing the game engine to call them naively.
* *Motorcycle Spawn Rebalancing (Sec 56):** Increased overall motorcycle presence in designated lots (Day probability bumped to 3.0; Night to 0.8).
* Core Def Cleanup:** Audited and resolved missing parsed vehicle definition strings across triggers.
* Zero-Dependency Guarantee:** Verified all injected vehicle spawn strings use 100% vanilla SCS definitions for zero log warnings.
### 26.9.161 (1.61 Rebase & Pre-South Dakota Release)
**📌 Versioning Update & Rationale**
* Format Shift to 26.9.161: Updated the mod versioning scheme to directly mirror the ATS game patch version (1.61), providing clearer tracking for players and ensuring compatibility alignment.
* Staging & Expansion Roadmap: Maintained 26.9.161 as the pre-release staging baseline, keeping it clean ahead of the upcoming South Dakota DLC release (where it will transition to 26.9.161SD or 26.9.161-1).
**🚗 New Vehicle Integration & Hybrid Pools**
* Modern Pickups & SUVs: Integrated traffic.featan.pickup.midclass_25, traffic.caliber.suv.premium_23, and traffic.tt_pickup into primary hybrid spawn pools, including Rest Stops (rest_stop), Retail Mix (retail_mix), Motel parking lots, and Marina/Boat ramps.
* Electric & Hybrid Lineup: Added the traffic.voltison_r and traffic.voltse models into EV Charging stations (ev_charger), Sport Car pools, and Low-Cost/Fast Food parking configurations.
* Broadcast & News Media: Created dedicated tracking for news network vans (traffic.transit_16.cbn and traffic.transit_16.fox) with specialized day and night weighting rules.
* Package Vans & Work Cabs: Added the new package van variant (traffic.pv_mw) to courier hubs and integrated vocational work cabs (hoodcabdumpd, traffic.ladder, etc.) into Section 8 work fleets.
**🛡️ Specialized Zone & Agency Fleet Enhancements**
* Section 36 (Border Inspection & Weigh Stations): Added traffic.featan.pickup.midclass_25 into border and customs outpost spawn pools.
* Section 46 (Scale Master & Weight Enforcement): Integrated traffic.caliber.suv.premium_23 to modernize state agency and inspector vehicle lots alongside existing Crown Vics and Explorers.
* Section 73 (Wildfire & Incident Command Staging): Added traffic.featan.pickup.midclass_25.maintenance service utility trucks to forestry and emergency response staging clusters.
**🛠️ Structure & Engine Fallback Fixes**
* Section 48 Fallback Additions: Appended all missing single-vehicle AI fallback definitions (ai.voltse22, ai.calsuvpre23, ai.voltison_r.factory, ai.voltse.factory, and ai.featan.pickup.midclass_25) to prevent missing unit errors in game.log.txt.
* Standalone Profiles: Built dedicated profile blocks for all new 1.61 vehicles complete with independent day/night probabilities, low_poly_only optimizations, and nighttime lighting flares.
### v4.2.7-091426 (Hybrid Pools & Parking Variety Tweak) ###
**Global Spawn Density Tuning**
* 10% Parking Bump: Applied an upward density adjustment to `probability_day` and `probability_night` values across core parked vehicle physics profiles to ensure lots populate more naturally during peak midday hours without feeling unnaturally oversaturated.
* Ratio Integrity: Preserved individual behavioral flags (such as low-beam lighting, driver toggles, and rear-align parameters) while elevating overall vehicle appearance frequency.
**Hybrid Retail & Convenience Store Pools (`retail_mix` & `conv_store`)**
* Clone Elimination: Replaced single-vehicle definition blocks in retail zones with broad, multi-class hybrid pools. Parking stalls now dynamically roll between compacts, sedans, SUVs, and pickup trucks.
* Jeep Wrangler Integration: Officially added the vanilla Jeep Wrangler (`traffic.jeep_w`) into both the convenience store (`conv_store`) and the broader retail mix (`retail_mix`) arrays for added variety.
**Expanded Auto Repair & Service Garages (`repair_trk` — Section 43)**
* Authentic Customer Traffic: Upgraded Section 43 with a comprehensive hybrid vehicle array to simulate real-world customer drop-offs and shop activity.
* Expanded Roster: Blended daily drivers, classic models (like the Oldsmobile), service vans, heavy-duty pickups (RAM, F-150, Sierra HD), SUVs, and the Jeep Wrangler into the garage bay pool.
**Specialized Environment Pools**
* Motel & Highway Lodges (`motel_lodge`): Grouped out-of-town vehicle profiles, full-size SUVs, campers, and transit vans to simulate overnight guests parked outside their rooms.
* Fast-Food Drive-Thrus (`fast_food`):** Configured quick-service lots with daily drivers, compacts, and light trucks to accurately mirror lunch rushes and queue areas.
**Nighttime Lighting & Metadata**
* Illumination Rules: Maintained strict `forced_flare_low_beam: true` configurations across all evening and nighttime hybrid blocks for correct lighting behavior after dark.
* Mod Manager Tracking: Incremented internal version headers to designate **4.2.7 (Hybrid Pools & Parking Variety Tweak)** for clean version control.
### v4.2.6-091126(Spawn Tweaks)
**Daytime Multipliers**
* Fine-tuned active daytime probability ranges up to 2.0 – 2.5 across standard transport, commercial units, rest stops, and scenic pull-offs.
**Nighttime Multipliers**
* Adjusted overnight rest slots, queues, and industrial night rates to range between 0.4 and 2.4.
**Starting with 1.61/South Dakota rebase, all versions will follow year.month.ats version-hotfix**
### 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.
### v4.2.3.1-09426 (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!
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
Good catch! "Golden Age" is a great fit for finally getting this build stable and ready for the new map expansion.
Here is the corrected Quick Reference Guide with the updated project code name:
### Smart Gates, Dynamic Parking and Safety Buffers (SGSB)
**Quick Reference Guide | v26.9.161 [Project: Golden Age]**
---
**I. Compatibility & Architecture**
* **Target Version:** Optimized for American Truck Simulator (ATS) v1.61+ environments.
* **Modified Core Files:**
* `/unit/hookup/animated_gate.sii`
* `/unit/hookup/animated_gate.dlc_*.sii`
* `/unit/hookup/parked_vehicle.sii`
* `/def/world/trigger_action.sii`
* **Map Support:** Fully verified for the Base Map, all official State DLCs, ProMods Canada, and Reforma Map Combos.
* **Fleet Scale:** Integrates **85** expanded, 100% vanilla-compliant parked vehicle categories, with obsolete strings fully purged.
**II. Key Tweaks & Adjustments**
* **Weigh Station Realism:** Lowered the weigh station stop/inspection probability from **80% down to 20%**.
* **Spawn Multipliers:** Configured deterministic shift ratios scaling up to **2.0–2.5** for high-density zones (e.g., rest stops, rural clusters, and staging queues).
* **Lighting & Safety Enforcement:**
* Enforces `forced_flare_low_beam: true`
* Activates warning hooters (`forced_flare_hooter: true`)
* Applies mandatory `rear_align: true` tags on applicable trailers and emergency profiles.
**III. Gate Clearance & Trigger Standards**
* **135.0m:** Extended tail-swing clearance for heavy metal doors (`metal_01`).
* **125.0m:** Universal high-speed approach triggers for high-traffic entry points (e.g., IL, NM, TX).
* **25.0m:** Native stop-and-go trigger range preserved for state scale houses, weigh stations, and river locks to maintain baseline logic.
* **20.0m / 17.0m:** Tight security perimeters for international borders and pneumatic short-range industrial yards.
**IV. Performance & Optimization**
* **VRAM Efficiency:** Background variants utilize `low_poly_only: true` and `always_visible: false` to reduce overhead.
* **Stability:** Eliminated legacy parser crashes and duplicate unit errors tied to third-party truck clashes.
| Title | Author | Projects | |
|---|---|---|---|
| ATS ADDONS | DoubleDutch | 23 | Details |
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 79 | Details |
