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TaxiDriver Reloaded 3.3.1 Beta — Lightweight Fleet Routing

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@noteMASTER11 noteMASTER11 released this 22 Jul 17:31
· 49 commits to main since this release

Fleet architecture and performance

  • Replaced the full predictive/spatial AI supervisor in every hired Fleet vehicle with a lightweight worker using BeamNG's native ai.driveUsingPath.
  • Kept the experimental predictive AI Driver unchanged for the player's vehicle.
  • Removed per-worker scene scans, sensor fans, local A* searches, parked-vehicle tracking, exact-approach controllers, and gearbox overrides.
  • Staggered Fleet monitoring across four phases to avoid checking every hired vehicle on the same simulation tick.
  • Preserved persistent vehicles, purple map/world markers, assignments, wages, owner share, and operating statistics.

Route reliability

  • Replans from the employee's current road segment and removes already passed nodes, preventing route-origin U-turns.
  • Validates BeamNG Route Done against the physical target before accepting arrival.
  • Uses a minimum 45-second no-progress window and at most three replans.
  • Safely abandons an unreachable assignment and selects a replacement instead of consuming recovery work indefinitely.

Validation

  • Added Lua combinatorics for native Fleet routing, passed-node trimming, current-segment replanning, bounded recovery, and manager failure hand-off.
  • Passed 343 responsive UI states across locales and HiDPI.
  • Passed LAN HTTP/WebSocket bridge self-tests.
  • Built and verified the deterministic 49-entry mod archive.

Existing 3.3.0-beta settings, progression, Fleet records, vehicle history, and shift history remain compatible. UI cache revision: 331-beta.