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HUGE TRAFFIC 2.0 UPDATE!
4 min read
September 30, 2026
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HUGE TRAFFIC 2.0 UPDATE!

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Traffic 2.0 has had a busy couple months, but we finally have a huge update for Y'all! Now live on the servers page & Custom Servers.

Available to Tier 3. Requires CSP 0.2.11 (free).

Summary on what's new!

  • Car crashes got re-worked & wrecked cars flip, roll, spark and scrape, and they even try to correct themselves from crashing!
  • No more handshake failed error when trying to join
  • Car crashes dynamically dent the AI cars
  • New traffic models have pre-baked collisions with exposed bumpers & parts like wires & crash bars for more immersion
  • If you get too close while a car is changing lanes, the AI reacts & jumps back in its lane (most of the time)
  • Flash a car and it gets out of your way (for real this time)
  • 23 new traffic cars with factory paint, tints and the odd Copart special
  • Junctions and merges flow with almost no sudden dead stops
  • CSP 0.2.11 no longer crashes with an odd freeze

Headlight flash

Flash a car and it goes into "get out of this lane" mode. It picks a side, tries the other side once if the first is full, and moves over right away without the usual blinker delay.

  • If there's no gap right next to it, it heads for the nearest gap in the next lane over and matches its speed instead of blowing past it.
  • Cars in that lane make room without any visible braking. The one behind eases off the gas and the one ahead pulls away a little.
  • These lane changes are quicker than normal ones, and the car tries several landing spots to find an open gap.
  • You don't count as a hazard while you stay in your lane. Cut into the lane it's moving into and it pulls back.

Crashes

When a traffic car gets wrecked, the crash runs on real physics on one player's machine and gets mirrored to everyone else, so the whole server sees the same thing.

  • Wrecked cars break free of their lane, and the server doesn't snap them back onto the road anymore.
  • Sparks fly on impact and cars scrape along the asphalt.
  • Cars can flip and roll over. There's no fake air resistance slowing them down, so they don't float anymore.
  • Tire smoke and smoke from under the hood after a crash.
  • Traffic cars count as 3,000 kg when they make contact with you, double what they were, so you feel the hit. The crash animation itself doesn't change.

Reacting to wrecks

70% of drivers are slow to react and brake gently. The other 30% are sharp. Everyone has a panic point, so nobody fully ignores a wreck, and in a real emergency even the slow ones brake hard. Drivers can also change lanes to avoid a crash.

23 new traffic cars

Traffic looks a lot less copy-pasted.

  • Every new model spawns in its real factory colors, split 75% common, 20% uncommon and 5% rare.
  • Wheel colors are randomized too (44 / 28 / 20 / 5 / 3% odds, common to rare).
  • Window tint varies: 49% stock, 25% at 35% tint, 24% at 20% tint, and 2% full limo tint at 5%.
  • 5% spawn as damaged Copart cars, and a car switches to its damaged model after a hit above about 30 km/h.

Lights

  • Headlights and plate lights switch on by themselves based on the server's time and weather.
  • Red turn signals with bright idle lights, and each side flashes on its own. Fixed signals showing white when they're off.

How traffic drives

  • Every driver has their own following distance (0.7 to 2.0 seconds, 2 to 4 m when stopped) and their own cruising speed, within 7% either way.
  • They signal 1 to 2 seconds before changing lanes and leave the blinker on for a moment after.
  • Lane changes are smoother, with new geometry replacing the old fixed curve.
  • If you get too close while a car is changing lanes, the driver notices with a human reaction time and eases back into their lane. That can happen anywhere from 15% to 50% of the way through the move.
  • Spawn spots are randomly shifted, so traffic doesn't lock into an even grid with no gaps to change lanes into.

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