8.4 KiB
In-game vehicle probe
Ticket "Probe vehicle data and native passing in game" (part of map "Map: TpF3 overtaking mod"). Run 2026-10-05 on game build 40408, with the throwaway probe mod/content/overtake_probe.{gs.lua,script.tl} on branch prototype/vehicle-probe. Log excerpt: probe-logs/2026-10-05-vehicle-probe.txt.
How the probe works
- A mod registers a per-tick game script by shipping
content/<name>.gs.lua(data()returnsupdateScript = { fileName = "<name>.script@update" }), the same way the base game'svehicle/vehicle_modifier.gs.luadoes. Nomod.jsonentry is needed. Adding it to an existing save logsCreating entity for newly added GameScript haylan_tf3_overtake::/overtake_probe.gs. updateruns every 0.2 s of game time (dt = 0.2).- Module-level Lua variables don't persist between calls: the script runs in several or fresh Lua states. Persistent state has to go through
GameScriptState. - No hot reload: an edited
.tltakes effect only after the save is reloaded. printgoes to<Steam>/userdata/<id>/3493540/local/crash_dump/stdout.txt.
API facts (observed, overriding tealdef where they differ)
- Player vehicles:
api.engine.getEntitiesWithComponent(TRANSPORT_VEHICLE, { requireOwnedByPlayer = api.engine.util.getPlayer() }). Road vehicles also carryLAND_VEHICLEandMOVE_PATH. MovePath.path.edgesis a 1-based Lua table ofEdgeIdDiruserdata (.edgeId,.dir), not{EdgeId, boolean}as the tealdef says. The current edge isedges[dyn.pathPos.edgeIndex + 1].EdgeId.entityis the street segment (it carriesBASE_EDGEandTRANSPORT_NETWORK).EdgeId.indexis the lane within that segment'sTransportNetwork.edges.TransportNetwork.turnaroundEdges[index + 1]is the opposite lane.TransportNetwork.edges[i]hastransportModes,speedLimitandcurSpeed.BaseEdge.laneConfigslists the lanes, withforward,offset,widthandtransportModes. Mode keys print as integers: sidewalks[0,1], driving lanes[2,3,4].landVehicleMoveSystem.getVehicleInfoonly returnsavailPower,traction,tractiveEffortandvehicleAvailPower.MovePath.blockedstayed0for every vehicle the whole time, including vehicles clearly queued behind a slower one. It doesn't signal "held up by the vehicle ahead".MovePath.dyn.timeToIgnoreis negative and counts down for almost every vehicle. It was briefly positive (+9.4) once, right after a stop. Its meaning is unknown.
Observed traffic behaviour
| Road | Lanes per direction | What happened |
|---|---|---|
country_new_medium (segments 6527 → 29697) |
2 (lanes 3 and 4 forward) | 29251 (power 243) followed 29852 (power 160) in lane 4 over 6 segments, 24–30 m behind. It accelerated to 17.7 m/s and then dropped to 15.1 m/s to match the vehicle ahead. Lane 3 was free and stayed unused. |
country_new_medium (segment 28894) |
2 | The two vehicles were in different lanes (3 and 4), but their order never changed. This looks like lane choice for the next turn, not passing. |
country_new_small (segments 26513 → 28566) |
1 (lane 2 forward, lane 1 opposite) | 29251 was held at exactly 16.67 m/s (29851's top speed) behind 29851, below the road's 22.2 m/s limit, for 6+ segments. |
Verdict
- The engine does not pass natively, on either multilane or two-way roads. Bus lanes weren't tested.
- The read side is sufficient: a script can tell, per vehicle, which segment, lane and direction it's in, where it is, how fast it's going, and what the opposite lane is. So both the "held back" condition and an oncoming-traffic check can be computed. "Held back" must be derived (same segment and lane, small gap, speed below the vehicle's capability), because
blockeddoesn't report it. - No documented command can make a vehicle ignore the one ahead (see
overtake-feasibility.md).
Searching for a way to make a vehicle ignore the one ahead
- Script commands: none of the commands in
api.cmdmoves a vehicle, changes its lane, or turns off the queueing. The full list was checked. - Model metadata:
landVehicle(engines, topSpeed, weights) andextenthave no following or blocking parameters. Transformator.LandVehicleScriptingApi/TransfOutput.setUserTransf: a per-model animation script. It can offset the model on screen, which could make a vehicle look like it changes lanes, but it doesn't touch the simulation.- Executable strings:
LandVehicleMoveSystem.cppcontainsGetNextEdgeTrafficPenaltyAndAlternatives,existingPathLaneSwitchandswitchIndices. So the engine itself switches lanes at segment boundaries based on a traffic penalty, which matches the lane split seen on segment 28894. None of it is exposed to scripts. api.cmd.debug.makeComponentExchangeCmd(entity, MovePath)(save loaded with "Debug mode is active"): building the command with aMovePathsucceeds.api.cmd.sendCommand(cmd, callback)fails withError decoding argument #3, because engine-state scripts can't pass a callback (base scripts never do). The version without a callback was committed but never ran in game. Whether the swap is applied, and what a positivetimeToIgnoredoes, are both untested.
Decision
Overtaking on two-way roads (one lane per direction) is dropped (decided by the user, 2026-10-05). The effort continues on multilane roads only: a held-back vehicle should switch to a lane the slower vehicle isn't in.
Segment rebuild (ticket "Can rebuilding a road segment move a passer past its blocker?")
- The script sent 3
makeWorldBuildProposalCmdproposals (remove segment + re-add a copy of itsBaseEdge/BaseEdgeStreet,ignoreErrors = true) for segments 29701 and 29699 (country_new_medium). None took effect: both segment ids stayed in use by vehicles until the end of the log, and 29699 was "rebuilt" twice. The game logged no error, and there's no callback in engine state. The copiedBaseEdge.distanceread0.0, so the copy is probably incomplete. A next attempt would needapi.engine.util.proposal.makeProposalDatato see the proposal's errors. - The human's manual segment deletion left no trace in the probe data: every vehicle stayed
tvState=1(en route), with only normal path trimming. - Related find:
api.cmd.makeVehicleSendToDepotCmd(vehicle, sellOnArrival, jumpToDepotEntity)"teleports" a vehicle to a depot. The engine can relocate vehicles instantly, but only to depots.
Lessons from downloaded mods and the game folder (2026-10-05)
Scanned: the 9 mods in C:\Users\Public\mod.io\10640\mods\ (e.g. devers_1, move_it_probe_overpass, zhenya_auto_assign_terminals, celmi_timetables, burntnuggie_line_priority_1), and every .lua/.tl in the install's base, mods/release and dlcs, including inside the zips.
- Callbacks only work on the GUI thread. Mods send commands from a
guiUpdateScript/guiHandleEventScript(declared in the same.gs.lua) and getfunction(res, success, resultEntities)back. Errors are readable viares.resultProposalData.errorState.messages. Fromupdate(engine thread), callbacks fail withError decoding argument #3, which is what we hit. - Rebuilding a segment:
api.engine.util.proposal.replaceSegment(entity, streetTemplate?)returns a readyProposal. The official campaign (mission 03init.script.tl) sends it from engine state withmakeWorldBuildProposalCmd(proposal, nil, true, true).devers_1uses it the same way. It keeps lane links, edge objects (signals) and electrification.api.engine.util.proposal.makeProposalData(proposal)validates a proposal (.costs,.errorState) without sending it. - Teleport: only
makeVehicleSendToDepotCmd(vehicle, sellOnArrival, jumpToDepotEntity). Mission 05 uses it for a ship, thenmakeVehicleSetLineCmd(vehicle, newLine, 0)and a restart. No coordinate or lane-position teleport exists for line vehicles.makeCustomVehicleCreateOrUpdateCmdis aircraft-only ("carrier currently must be Air"). api.engine.util.transport.calcPosition(edge.geometry, t)gives a world position along an edge geometry.burntnuggie_line_priority_1sets line reservation priority viamakeLineUpdateCmd. That's path reservation for rail, not road traffic.makeVehicleSetLineCmdto the vehicle's own line: the lanes planned ahead change, but the engine re-plans them on its own all the time (the leader's changed too, without a command). It doesn't force a lane change, and withstopIndex=0it re-targets the line's first stop.