Traffic works in "Track day" mode and for such huge distance you really need AI flood to be enabled and with good settings. These days the Patreon CSP 0.1.75 pr1 has most of the options hidden in CM so editing of the file "C:\Users\*****\Documents\Assetto Corsa\cfg\extension\new_behaviour.ini" is needed. Adding in
Code:
[TRACK_shuto_revival_project_beta]
AI_FLOOD_PUSH_FORCE=150000
AI_FLOOD_Y_OFFSET=-0.35
AI_FLOOD_MIN_DISTANCE_TO_PLAYER=290, 120
AI_FLOOD_DISTANCE=360, 180
AI_FLOOD_RANGE=250, 130
AI_FLOOD_DESPAWN=400, 190
AI_FLOOD_PUSH_SPEED=180
produces the desired effect only on SRP and leaves the AI flood defaults working on the other tracks. Thanks to @bongady for suggesting good spawn values that I can vouch for to work with cars, bikes, trucks, buses, SUV's, APC's, younameit...
Trying to make the package a little "future proof" so it differs from the usual other stuff. See the insides of the archive - there are only traces of what is the current folder structure of SRP. This way you may adapt it to accommodate the differences in versions. The lines will work as long as the road doesn't move too much and the pit areas remain non-blocked.
Three kinds of lines are available: "Rapid" with right border moved to envelop the next lane on the right and enable overtaking for all AI where roads are wide;
"Restricted" with both borders fixed at 1.5 m alongside the main line which prevents any attempts for overtaking;
"Less restricted" with right border moved to envelop the faster lane but enable overtaking only for AI that has the lane on the right without a spline. The third option works best for me.
To install the AI line in any of the SRP layouts open one of the 7z from "fast_lane_Options" and drop the files from it into the layout's "ai" sub-folder. For ultra-speed racing on "Bayshore route" choose as start "Tatsumi PA" or "Oi PA" and for AI flood settings maybe "PUSH_SPEED=190" to catapult the respawned cars into the faster traffic. When you want to switch to a session starting from another area - simply drag the two "fast_lane***" files to the other "ai" sub-folder and select that layout in CM. To create "Oi PA" you need to make copies from the files and folders of another one of the layouts and edit them to match the name "oi_pa" on the new layout folder in "..\AssettoCorsa\content\tracks\shuto_revival_project_beta\" and "..\AssettoCorsa\content\tracks\shuto_revival_project_beta\ui". The pits model and the "ui" layouts description you can use from here. If the names of the layouts that you have coincide with the ones in this 7z then dropping the folders into "..\contents\tracks\shuto_revival_project_beta\" will be the fastest way to place all "pit_lane***" files needed for "Track day" mode to function and also the "Rapid" hints will end up in each "data" sub-folder.
If you feel confused by the above just follow the simple "step-by-step" guide I added later by request.
When the layout's tags are missing "circuit" and CM complains about it -
and reload CM:
When starting from "Daishi" and "Heiwajima" you have busy 2-lane roads in both directions and if you like to experience heavy slow traffic there you need at least the hints from "RESTRICTED ai_hints.7z". In the zip you can find the "ai_hints.ini" for limiting the speed on the different lanes of "Ueno" and "Yokohane" routes to almost legal. Drop the file from inside the 7z into the respective layout's "data" sub-folder. For reverting to fast moving AI use "ai_hints.ini" from "RAPID ai_hints.7z" in the same fashion.
When you need faster loading time for online play with the same layout - rename the "fast_lane.ai" to "fast_lane.ai1" and you may leave it in place or you may delete the "fast_lane.ai" and use some from the 7z's again later. If you need to change from "RAPID_ai" line to "RESTRICTED_ai" line or vice-versa the "fast_lane_payloads.bin" should also be replaced along with the replacing of "fast_lane.ai". Otherwise the old may take effect or the session loading time may increase back to over 10 minutes instead of under 2 minutes.
When AI flood is inactive a "Track day" session gives you the opportunity to chase an AI car and with the "rapid" hints they might prove to be quite difficult to catch in a fair race. Another favorite of mine for a pastime is watching the SRP views fly by the windows of fast AI car while I rest in the pits or somewhere else and jump between all the other cars. For that I use the "Boxcam" app from @Stereo. "CamTool" can do it too but according to CSP render stats it eats much more CPU than it should. Also with the "Boxcam" app in "spline" mode I can pick any vantage point and from there the app tracks the cars motions perfectly and supports zoom in and out with the mouse scroll. That should compensate you for not having the F3 cams which are not impossible to make but are too much effort for too little gain over what you get with the "Boxcam".
The line is 295710 meters long and fast AI cars complete the loop for ~70-90 minutes.
If you happen to have one of the "Public Testing Beta" (PTB) versions of SRP you might have to add a paragraph with
Code:
[shuto_revival_project_beta_ptb]
NAME=SRP
LATITUDE=35.670479
LONGITUDE=139.740921
TIMEZONE=Asia/Tokyo
Special thanks to @Sim_Misg for this script. Makes life a whole lot easier and fun!
Have a blast!