Experimental RLS Traffic Recycler
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Tuning v0.57
BeamNG v0.57

Experimental RLS Traffic Recycler

Mod Created by: @BeamNG Community
Hinzugefügt: 1h ago

Rotate your session's traffic during gameplay, and avoid seeing the same cars over and over again

mod_description

RLS Traffic Recycler [EXPERIMENTAL] Rotate your session's traffic cars during gameplay, and avoid seeing the same car over and over again​ Compatibility BeamNG.drive 0.39.4.0 (build 20972). Built and tested on that build; earlier 0.39 hotfixes are expected to work but were not tested. Built for the RLS Career Overhaul. Works around a base-game limitation that specifically affects RLS careers. Version 0.57 — experimental. It works, and it's been run for real driving sessions. Read the honest notes below to understand how it affects on a long career session. Does not overwrite or replace any game file or vehicle part. It adds its own UI app and its own extension, and drives traffic through the game's own public spawning and pooling API. What it does In a base RLS career, the traffic you see when you start driving is the traffic you'll see for the entire session — the game picks a small cast once and just repositions the same handful of cars over and over. Theoretically, the game spawns a pool of extra cars sleeping out of sight, and swaps members of the pool in for cars you've already seen a lot of, so a long drive keeps turning up cars you haven't spent the whole session staring at. For some reason, either RLS Career Overhaul is preventing this car pool to swap the traffic, or the base game is already doomed from the beginning. But either way, on a real long session, even if the cars were switching for the pooled cars, you'd eventually run tired of finding the same red bastion over and over again, and surely you already have an eye for noticing that grey Bastion as an undercover cop car... This mod not only fixes the idle car pool, but it gives that cast a bench: it actively swaps the cars from the pool, at strategic moments, to bring NEW cars from your configurations (usually over 250 cars!). That, however comes with a cost, and will be explained further below. Swaps happen at moments you won't notice — by default, on the next pause (map, menus), when you get in or out of a vehicle, or with the radial menu open — never while you're mid-drive. A pause can clear several swaps in one go; getting in or out of a car does one. You can also switch to a fixed timer, or turn it fully manual and only swap with the buttons. You control the mix. Set what share of the traffic should be police and emergency vehicles, and the mod keeps that ratio as it rotates — a police car is only ever replaced by another police car, so your requested mix holds over time instead of drifting. Anything currently in a pursuit, or acting as the suspect, is never touched. You control which cars stick around. The panel lists what's sleeping in the pool and lets you mark a car to keep every session, keep that exact color/config forever, force an immediate swap, or ban it from ever spawning again — down to the exact variant. It watches your graphics card so the pool doesn't outgrow it: an optional VRAM guard trims the pool back automatically if free memory runs low, rather than letting the game stall on texture loading. Tested and calibrated on CPU: AMD Ryzen 5 3600 RAM: 32 GB GPU: RTX 3060 Ti, 8 GB VRAM Using Simple Traffic The default pool size and the VRAM guard's thresholds were felt out on that machine. If yours is weaker, you may need to bring the pool size down manually and lean on the VRAM guard; if it's stronger, you can very likely push the pool a good deal further than the default. The two things that matter most for how far you can push it: VRAM sets how many cars you can keep sleeping in the pool at once, and CPU power sets how quickly each individual swap completes — a slower CPU means each recycle takes a bit longer. Rule of thumb: The bigger the pool size, the fewer recycles will be needed to keep the traffic fresh. It's mathematical: If you have, say, 8 active traffic cars and 8 pooled cars, you'll have a grand total of 16 cars for the game to swap around. However, if you have 8 active traffic cars and 25 pooled cars, you have a grand total of 33 cars for the game to keep swapping around, thus repeating fewer times. Unfortunately, at least on the tested system, swapping a SINGLE car takes roughly 1~3 seconds of a fully locked up game each time. So for three cars, it should take around 3~9 seconds. It always depends on how fast your CPU processes those cars. If you have a beefy CPU, I suppose those will be fast. I've set the mod, by default, to automatically swap the cars at strategic moments, such as when pausing the simulation (accessing pause menu, opening maps, opening a transport menu etc), entering and exiting cars and opening the radial menu. You can see when the mod wants to run a recycle when the UI icon flashes blue (it's discreet, don't worry), and it flashes green (also discreet) when there are three or more cars to be recycled right now. Honest notes This is an experimental mod. It's been driven, not just bench-tested, but sincerely, some stuff hasn't been throughly tested, or even tested at all, such as blacklisting cars from spawning. It should work, and I've been playing with it for over a week with no issues whatsoever, but report anything odd you find. A swap costs about a second, and the game visibly pauses for it. That's a hard cost of spawning a car in this engine, not something this mod can hide — the whole design is about spending that cost only when you won't notice, not about making it free. Bigger pool, more VRAM. Push the slider past what your card can comfortably hold and you'll start seeing textures degrade under load — the game keeps running, it just looks worse. The VRAM guard exists to try to mitigate this automatically, but most of the time, when the textures goes bad, it takes a good while to recover, even after you reduce the pool. So test pool sizes and see what works best for you - I currently use 25 cars in the pool, 8 in traffic. No odd textures. It only manages the traffic system's own pool. It doesn't add new car models to your game or touch anything about how a specific car drives. Installation Drop the zip into your mods folder. In game, open the UI editor (top menu > UI Apps / Edit UI Layout), click "Add app" and place Traffic Recycler wherever you like. (note: this was written by Claude. I'm not sure if it's called that ingame, and on my current experimental build, the UI logo image is from my Police Tweaks mod lol. Idk if claude fixed that, but have a look.) Start a career drive with traffic active. Raise the pool size in the app, or leave it on Auto and let the mod size it from your card. Compatibility with other mods Nothing is overwritten, so it should sit alongside most traffic and police mods. It respects cars reserved by other systems (police call-outs, taxi fares, active pursuits) and never touches them. Vibecoded by GTMoraes with Claude. This one is genuinely experimental — bug reports matter more than usual here. Please include your GPU/VRAM and roughly how long you'd been driving when something went wrong.

How to install this mod in BeamNG.drive

  1. Download the Experimental RLS Traffic Recycler.zip.
  2. Move the unmodified .zip file into your BeamNG mods folder:
  3. Launch BeamNG.drive – the mod will appear in your vehicle selector or repository!
File Name: Experimental RLS Traffic Recycler.zip
File Size: 156.2 KB
Created by: @BeamNG Community
downloads: 0
Likes: 0
Added On: 8/31/2026
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