TaxiDriver Reloaded 3.3.1 Beta — Lightweight Fleet Routing
Pre-release
Pre-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 Doneagainst 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.