Euro Truck Simulator 2
American
Truck Simulator
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---
ππ»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.
*β Built by a driver, for drivers.*
[Full Release Log & Source Code](https://github.com/insanity35/Smart-Gates-Parking-and-Safety-Buffers)
---
For long-haul truckers across American Truck Simulator, immersion is everything. Nothing shatters the flow of a meticulous delivery faster than "gate lag"βthat 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.
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.
π¦ 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.
π Advanced Dynamic Parking Lot 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 realisticβempty truck stops with two random trucks at night or barren parking lots are a thing of the past. SGSB introduces a massive expansion across 91 granular industrial, commercial, and rural sectors:
* Context-Aware Spawning: Lots reflect their local environmentβpopulating 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 fleetsβincluding street sweepers and garbage trucksβtruly 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.
βοΈ 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.
### 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
π 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.
* **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.
# Smart Gates, Dynamic Parking & Safety Buffers (SGSB) v26.11.161
## π Engine & Core Architecture
* **Spawn Bottleneck Fixed:** Applied array padding to Section 2 to resolve AI traffic spawn limits and restore full pack variety.
* **91-Section Framework:** Fully synchronized all map zones, depots, rest areas, and industrial blocks across ATS.
* **Day/Night Balance:** Recalibrated `probability_day` and `probability_night` cycles across all zones, fixing night-shift overlaps at water plants.
* ** Like Wyoming Hookup all dlc gate hookups have been removed as to errors with duplicate and workshop upload errors. 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.
## π Trailer Visibility & Yard Behavior
* **Pop-In Elimination:** Added `always_visible: true` to 20+ `.always` trailer groups across farms, logging, and chemical plants.
* **Dock Alignment:** Standardized `rear_align: true` for dry vans and reefers (`groceries`, `box`, `logisti_shrd`) to snap cleanly to loading bays.
* **Performance Optimization:** Cleaned low-poly flags on vintage/commercial vehicle models to smooth out urban FPS drops.
## π€ Towed Fleet & Vehicle Rules
* **New Utility Tows:** Enabled static spawn support for `traffic.trailer.boat`, `traffic.trailer.camper`, `traffic.trailer.caravan`, and `traffic.trailer.utility`.
* **Sedan Guard Policy:** Enforced `allowed_trailer[]` calls exclusively on pickups, light trucks, SUVs, and vans to prevent sedan towing bugs.
## π World Immersion & Ambient Traffic
* **Classic Americana:** Added the '50s Chevy Pickup and Cadillac DeVille to Scenic Lookouts **[Sec 45]**, Fast Food **[Sec 63]**, and Motels **[Sec 80]**.
* **Workplace Realism:** Added commuter sedans (`accord`, `verano`, `impreza`) to daytime industrial lots for plant staff.
* **Fleet Calls:** Integrated `featan.pickup.midclass_25` and maintenance variants into municipal and retail routes.
* **Night Lighting:** Forced low beams and emergency flasher states (`forced_flare_low_beam` / `forced_flare_hooter`) at patrol stations, weigh scales, and firehouses.
* **EV & Executive Routing:** Directed executive SUVs (`c_escalade`, `lincoln_nav`) to rest stops and EVs (`toyota_prius`, `volt`) to lodging/charging stalls.
---
## π Key Section Updates
| Section | Name | Primary Change |
| :--- | :--- | :--- |
| **[26]** | `truck_rv` | Integrated camper and caravan trailers across `.always`, `.day`, and `.night` pools. |
| **[40]** | `rural_res` | Added utility trailers to rural residential driveways. |
| **[43]** | `rest_stop` | Added camper and caravan tethers to highway rest areas. |
| **[45]** | `scenic_trk` | Added boat and camper trailers to tourist lookouts. |
| **[47]** | `marina_trk` | Integrated boat trailers into marina pull-through lanes. |
| **[69]** | `marina_strg` | Added boat trailers to dedicated storage stalls with `rear_align: true`. |
| **[80]** | `motel_lodge` | Added camper trailers to motel perimeter parking. |
| **[81]** | `conv_store` | Added utility and boat trailers to gas station stalls. |
| **[82]** | `comm_park` | Added utility trailers to strip mall and commercial stalls for service rigs. |
---
## π οΈ Verification Checklist
- [X] **Boundary Check:** Teleport (`goto`) to pull-through stalls at rest stops **[Sec 43]** and marinas **[Sec 47]** to ensure no trailer overlap into active lanes.
- [X] **Log Verification:** Confirm `game.log.txt` returns `0` errors or missing unit warnings during sector loads.
- [X] **Package Verification:** Confirm standard directory layout (`/def/vehicle/parked_vehicles/`) inside `.scs` package.
### 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) ###
---
**ποΈ 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)
* **1998β2012 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.
---
**π 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.
---
**π 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.
---
**βοΈ 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.
---
**π 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 boxesβstopping 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.*
## π 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.
## π§ 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.
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 **2.0β2.5** 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 | 25 | Details |
| Dukes ATS Collection | Dukester | 90 | Details |
| Ats mods | Meanshadows35 | 2 | Details |
You are not allowed to upload this file to other sites under any circumstances.
You are not allowed to modify or improve my file under any circumstances.
You are not allowed to convert this file under any circumstances.
You are not allowed to use assets of my file under any circumstances.
# Smart Gates, Dynamic Parking & Safety Buffers (SGSB) v26.11.161
## π Engine & Core Architecture
* **Spawn Bottleneck Fixed:** Applied array padding to Section 2 to resolve AI traffic spawn limits and restore full pack variety.
* **91-Section Framework:** Fully synchronized all map zones, depots, rest areas, and industrial blocks across ATS.
* **Day/Night Balance:** Recalibrated `probability_day` and `probability_night` cycles across all zones, fixing night-shift overlaps at water plants.
* ** Like Wyoming Hookup all dlc gate hookups have been removed as to errors with duplicate and workshop upload errors. 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.
## π Trailer Visibility & Yard Behavior
* **Pop-In Elimination:** Added `always_visible: true` to 20+ `.always` trailer groups across farms, logging, and chemical plants.
* **Dock Alignment:** Standardized `rear_align: true` for dry vans and reefers (`groceries`, `box`, `logisti_shrd`) to snap cleanly to loading bays.
* **Performance Optimization:** Cleaned low-poly flags on vintage/commercial vehicle models to smooth out urban FPS drops.
## π€ Towed Fleet & Vehicle Rules
* **New Utility Tows:** Enabled static spawn support for `traffic.trailer.boat`, `traffic.trailer.camper`, `traffic.trailer.caravan`, and `traffic.trailer.utility`.
* **Sedan Guard Policy:** Enforced `allowed_trailer[]` calls exclusively on pickups, light trucks, SUVs, and vans to prevent sedan towing bugs.
## π World Immersion & Ambient Traffic
* **Classic Americana:** Added the '50s Chevy Pickup and Cadillac DeVille to Scenic Lookouts **[Sec 45]**, Fast Food **[Sec 63]**, and Motels **[Sec 80]**.
* **Workplace Realism:** Added commuter sedans (`accord`, `verano`, `impreza`) to daytime industrial lots for plant staff.
* **Fleet Calls:** Integrated `featan.pickup.midclass_25` and maintenance variants into municipal and retail routes.
* **Night Lighting:** Forced low beams and emergency flasher states (`forced_flare_low_beam` / `forced_flare_hooter`) at patrol stations, weigh scales, and firehouses.
* **EV & Executive Routing:** Directed executive SUVs (`c_escalade`, `lincoln_nav`) to rest stops and EVs (`toyota_prius`, `volt`) to lodging/charging stalls.
---
## π Key Section Updates
| Section | Name | Primary Change |
| :--- | :--- | :--- |
| **[26]** | `truck_rv` | Integrated camper and caravan trailers across `.always`, `.day`, and `.night` pools. |
| **[40]** | `rural_res` | Added utility trailers to rural residential driveways. |
| **[43]** | `rest_stop` | Added camper and caravan tethers to highway rest areas. |
| **[45]** | `scenic_trk` | Added boat and camper trailers to tourist lookouts. |
| **[47]** | `marina_trk` | Integrated boat trailers into marina pull-through lanes. |
| **[69]** | `marina_strg` | Added boat trailers to dedicated storage stalls with `rear_align: true`. |
| **[80]** | `motel_lodge` | Added camper trailers to motel perimeter parking. |
| **[81]** | `conv_store` | Added utility and boat trailers to gas station stalls. |
| **[82]** | `comm_park` | Added utility trailers to strip mall and commercial stalls for service rigs. |
---
## π οΈ Verification Checklist
- [X] **Boundary Check:** Teleport (`goto`) to pull-through stalls at rest stops **[Sec 43]** and marinas **[Sec 47]** to ensure no trailer overlap into active lanes.
- [X] **Log Verification:** Confirm `game.log.txt` returns `0` errors or missing unit warnings during sector loads.
- [X] **Package Verification:** Confirm standard directory layout (`/def/vehicle/parked_vehicles/`) inside `.scs` package.
### 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) ###
---
**ποΈ 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)
* **1998β2012 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.
---
**π 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.
---
**π 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.
---
**βοΈ 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.
---
**π 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 boxesβstopping 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.*
## π 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.
## π§ 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.
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 **2.0β2.5** 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 | 25 | Details |
| Dukes ATS Collection | Dukester | 90 | Details |
| Ats mods | Meanshadows35 | 2 | Details |
