TaxiDriver Reloaded 3.2.0 Beta — Fleet Operations
Pre-release
Pre-release
Fleet Operations
This prerelease contains every change made after 3.1.1-rc.
Experimental systems notice: fleet workers reuse TaxiDriver's experimental AI-driver supervisor rather than BeamNG's stock traffic behavior. They remain a gameplay experiment and can still hesitate or require intervention on unusual maps, vehicles, junctions, and traffic layouts.
Player-owned taxi fleet
- Added My Fleet to the start screen and during active passenger, cargo, and refueling routes.
- Hire a separate garage vehicle or recruit an existing traffic vehicle; recruited cars remain protected from normal traffic despawning while employed.
- Every taxi runs an independent worker service using TaxiDriver's supervised AI route logic.
- Workers accept passenger or cargo assignments, drive through pickup and destination phases, complete jobs, rest, and choose new work.
- Added hiring fees, wages every ten minutes, owner revenue share, insufficient-funds suspension, and a configurable active-driver limit.
- Added persistent statistics for jobs, gross income, wages, hiring costs, and net fleet profit in
fleet.json. - Added independent Careful, Standard, and Fast fleet AI presets plus passenger/cargo job switches.
Live fleet monitoring
- Added a player-centered live fleet map with active-driver cards, route phase, speed, remaining distance, and per-driver controls.
- Fleet monitoring can be opened during the player's own trip without losing or replacing that trip state.
- Added purple owned-taxi markers to the native minimap and Connected Phone canvas map.
- Added localized world labels with driver activity and an adjustable 50–1,000 m display distance (400 m by default).
- Fixed native map rendering covering the Active drivers overlay.
- Added full fleet UI text in all nine supported languages.
AI diagnostics and reliability
- Added an opt-in streaming AI journal. Each manual AI-control session writes
taxidriver_ailog_<timestamp>.jsonlin the BeamNGcurrentdirectory until AI is disabled or the session ends. - Journals include one-second route/target snapshots, traffic signals, lead vehicles, applied speed caps, controller/recovery state, gearbox, powertrain input, safety braking, and damage events.
- Added route-segment progress tracking and curve/junction look-ahead speed caps.
- Hardened lead-vehicle confirmation with timing and collision-ray validation.
- Added preflight readiness for ignition, gearbox, and controller state.
- Improved repeated-stuck recovery with escalation, controlled forward creep, rescanned reverse escape, and richer diagnostics.
Validation
- Lua combinatorics passed for fleet presets, hiring sources, job combinations, economics, lifecycle, persistence, AI logging, recovery, and 500 deferred vehicle respawns.
- 343 responsive UI states passed across the in-game UI App, Connected Phone, all nine locales, compact/full layouts, and DPR 2 HiDPI rendering.
- LAN bridge HTTP, loopback proxy, WebSocket upgrade, and bidirectional transport self-tests passed.
- Deterministic package validation passed with 47 entries.
Existing settings, progression, vehicle history, and shift history remain compatible. UI cache revision: 320-beta.
Archive SHA-256: 3DBD760127F778A54B4826901D9F610BEBE54AB32D8CDCFA585C8D30BD05B826