Calibrate and install GPS lane weighting archive
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# Cyberpunk 2077 Traffic/GPS System Debrief
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This is based on the public NativeDB RTTI dump, WolvenKit exports from the local
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Steam install, and the generated `all.traffic_persistent` resource from the
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Phantom Liberty archive.
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## The High-Level Shape
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Cyberpunk appears to split "navigation" into at least two major domains:
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- pedestrian/NPC navigation over navmesh resources
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- vehicle/GPS routing over generated traffic lane resources
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The public script/native type dump exposes `worldNavigationScriptInterface` and
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`AINavigationSystem` methods for navmesh path queries, but those are character
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navigation tools. They are not the car GPS. The car GPS system type exists as
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`gamegpsGPSSystem`, but its public RTTI surface does not expose planner methods
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that a REDscript mod can override.
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That means the practical mod surface is data, not algorithm replacement. The
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native `gamegpsGPSSystem` likely builds or queries a graph from traffic lane
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resources, then renders a GPS line from the selected lane path.
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## Relevant Game Types
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The useful RTTI types are:
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- `gamegpsGPSSystem`
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- `gamegpsSettings`
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- `worldTrafficPersistentResource`
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- `worldTrafficPersistentData`
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- `worldTrafficLanePersistent`
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- `worldTrafficLanePlayerGPSInfo`
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- `worldTrafficLanePersistentFlags`
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`gamegpsSettings` contains display/refresh settings:
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- `lineEffectOnFoot`
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- `lineEffectVehicle`
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- `fixedPathOffset`
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- `fixedPortalMappinOffset`
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- `pathRefreshTimeInterval`
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- `lastPlayerNavmeshPositionRefreshTimeIntervalSecs`
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- `maxPathDisplayLength`
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Those affect GPS presentation and refresh behavior, not edge selection.
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`worldTrafficPersistentResource` is the key resource type. Its root chunk has
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`data: worldTrafficPersistentData`, which has:
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- `lanes: array<worldTrafficLanePersistent>`
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- `neighborGroups: array<array<Uint16>>`
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Each lane has the actual graph metadata:
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- `outLanes`
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- `inLanes`
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- `outline`
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- `accumulatedLengths`
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- `crowdCreationInfo`
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- `maxSpeed`
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- `deadEndStart`
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- `length`
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- `width`
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- `area`
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- `flags`
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- `subGraphId`
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- `playerGPSInfo`
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- `neighborGroupIndex`
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- `nodeRefHash`
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- `laneNumber`
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- `seqNumber`
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- `isReversed`
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- `roadMaterials`
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- `polygon`
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`playerGPSInfo` contains:
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- `subGraphId`
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- `stronglyConnectedComponentId`
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That strongly suggests the GPS planner has a precomputed connectivity graph and
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uses connected-component/subgraph metadata to reject impossible paths quickly.
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## Resource Location
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In this install, the important resource is:
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```text
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base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
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```
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It exists in both the basegame Night City archive and the Phantom Liberty Night
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City archive. For a Phantom Liberty install, the EP1 archive version should win:
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```text
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archive/pc/ep1/ep1_1_nightcity.archive
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```
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WolvenKit can extract, serialize, deserialize, and pack this resource on Linux
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through `wolvenkit.cli` 8.18.1.
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## Lane Flags
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`worldTrafficLanePersistentFlags`:
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```text
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FromRoadSpline = 1
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Bidirectional = 2
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PatrolRoute = 4
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Pavement = 8
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Road = 16
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Intersection = 32
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NeverDeadEnd = 64
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TrafficDisabled = 128
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CrossWalk = 256
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GPSOnly = 512
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ShowDebug = 1024
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Blockade = 2048
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Yield = 4096
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NoAIDriving = 8192
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Highway = 16384
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NoAutodrive = 32768
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```
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The important flags for GPS weighting are `Road`, `Intersection`, `GPSOnly`, and
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`Highway`. The important flags to avoid touching are `Pavement`, `CrossWalk`,
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`TrafficDisabled`, and `Blockade`.
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## Observed Lane Distribution
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The local EP1 `all.traffic_persistent` export contains `31,717` lanes.
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Observed `maxSpeed` distribution:
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```text
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all lanes:
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1: 12284
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15: 11638
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10: 4675
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17: 3013
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14: 96
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8: 8
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9: 2
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4: 1
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highway lanes:
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17: 2688
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15: 164
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1: 2
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road lanes:
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15: 11474
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10: 495
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17: 325
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14: 96
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8: 4
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pavement lanes:
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1: 12280
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10: 4180
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8: 4
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9: 2
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4: 1
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```
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The values are not real-world mph/kph. They are compact game-scale lane speeds.
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Because highways are already mostly `17` and normal roads are mostly `15`, a
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large value like `90` would be reckless. The mod currently uses conservative
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defaults:
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- highway speed target: `25`
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- road speed floor: `15`
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That changes `2,506` lanes:
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- `2,419` highway boosts
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- `87` road floor boosts
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It leaves pavement/crosswalk/blocked/disabled lanes alone.
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## What The Mod Actually Does
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The mod does not replace the pathfinding algorithm.
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It edits the traffic graph's lane metadata so the native GPS planner has better
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cost inputs. If the planner factors `maxSpeed` into traversal cost in the usual
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way, then a segment with the same physical length but higher `maxSpeed` becomes
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cheaper. That nudges the native planner toward highways and high-capacity roads
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without having to hook the planner itself.
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Conceptually:
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```text
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old cost ~= lane.length / lane.maxSpeed
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new cost ~= lane.length / patched_lane.maxSpeed
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```
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The actual game formula is native and not exposed in RTTI, so this is an
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inference. The inference is supported by the presence of `maxSpeed`, `length`,
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connectivity data, and GPS-specific lane graph metadata in the same resource.
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## Why Not Just Write A New A*?
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A standalone A* is easy. Integrating it into Cyberpunk's GPS is the hard part.
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The game already has:
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- traffic lane connectivity
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- lane polygons/outlines
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- player lane matching
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- destination lane matching
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- dynamic refresh
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- minimap/world map rendering
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- quest mappin target integration
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- portal/entrance handling
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- route line effects
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The script-facing `gamegpsGPSSystem` type does not expose hooks for replacing
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that pipeline. A custom planner would still need a way to feed its result back
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into the GPS renderer and route-following systems. Without native RED4ext hooks,
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that is much riskier than patching the resource data the existing pipeline
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already consumes.
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## Packaging Flow
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The working flow is:
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1. Extract `all.traffic_persistent` with WolvenKit CLI.
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2. Serialize the CR2W resource to JSON.
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3. Patch lane `maxSpeed` values.
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4. Deserialize the patched JSON back to CR2W.
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5. Put the CR2W back under the original resource path.
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6. Pack an archive.
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7. Place the archive in `archive/pc/mod`.
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The generated archive currently contains exactly:
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```text
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base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
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```
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## Risks And Unknowns
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The main unknown is the native GPS cost formula. If it ignores `maxSpeed`, this
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patch will not meaningfully change routes. If it uses speed but with caps or
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category penalties, the effect may be subtle. If it uses `maxSpeed` for both GPS
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and traffic simulation, the patch may also affect some traffic behavior on
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highways.
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The Oodle library was not available inside the toolbox, so WolvenKit packed with
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its Kraken fallback. WolvenKit successfully round-tripped and listed the archive,
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but in-game testing is still required.
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The patch targets the EP1 traffic resource because Phantom Liberty is installed.
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On a non-PL install, the basegame archive resource would need to be patched
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instead.
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## Future Improvements
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Better versions of this mod could:
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- build district-specific presets
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- increase highway speed to `22`, `25`, or `30` based on playtesting
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- lower intersection penalties only where highway ramps are misclassified
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- inspect `lane_connections` to identify ramp/arterial topology
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- patch `GPSOnly` connector lanes separately
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- generate a diff report of every changed lane with flags, length, speed, and
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graph component
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- ship multiple archives: conservative, strong, and experimental
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The next practical step is in-game route testing between known bad waypoint
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pairs, especially cases where vanilla GPS exits highways too early or cuts
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through surface streets.
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