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Wee Tinkle Wand posted:Another small thing: You might as well make the road between the problem intersection and your new one way section also be one way heading left. All cars going right or to the building on the center road will go right, all cars going left will go straight.
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# ? Mar 29, 2015 05:15 |
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# ? May 27, 2024 13:22 |
It's not a bug, it's the way the pathfinding works. That is a longer, slower route that happens to have less traffic (but traffic isn't weighed- maybe it should be, but ).WirelessPillow posted:You might as well make the road between the problem intersection and your new one way section also be one way heading left. Try this.
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# ? Mar 29, 2015 05:19 |
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That was my initial problem yeah, but it caused me to notice that the right lane is almost never used. All the traffic intending to turn right instead uses the middle lane which is for both right and left turns. For every 10 cars turning right only 1 uses the actual right lane. That's the part which is confusing me. All the traffic problems with this intersection seems to come back to their refusal to use the right lane to turn right.
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# ? Mar 29, 2015 05:21 |
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I hit 75k on Bora Bora! See that highway on the right? That's what happens when you don't have tunnels Shoutout to whoever showed me that you can reclaim land, poo poo rules. I think I have enough space to ping 100k within 9 squares. After that I think I might unlock all 26 tiles or whatever and redo the whole inter-island highway/railway system.
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# ? Mar 29, 2015 05:21 |
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Wee Tinkle Wand posted:That was my initial problem yeah, but it caused me to notice that the right lane is almost never used. All the traffic intending to turn right instead uses the middle lane which is for both right and left turns. For every 10 cars turning right only 1 uses the actual right lane. That's the part which is confusing me. All the traffic problems with this intersection seems to come back to their refusal to use the right lane to turn right. Ok, I made the road to the right a one-way going toward the bridge so that they would be forced to use my new road to go right, as suggested. Now, about 2 out of every 10 cars uses my new road and everyone else who wants to go to a building to the right goes... left and makes a big loop around the block to go right. Traffic has gotten worse.
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# ? Mar 29, 2015 05:27 |
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Wee Tinkle Wand posted:Another small thing: Connect your six lane avenue to two splitting highway lanes, which reduces your number of intersections by one and should help traffic not bunch up in that spot. If your problem persists consider having a roundabout, for two highways merging into a six lane avenue merging into a two lane, one way roundabout connecting to the other avenues. That should solve pretty much everything, unless those highways are major transportation lines, in which case you might need a highway roundabout. turn off the TV fucked around with this message at 05:38 on Mar 29, 2015 |
# ? Mar 29, 2015 05:36 |
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Wee Tinkle Wand posted:Another small thing: The alternate route has a much lower speed. They want the highway route because highways go 100 and that 2-laner goes 40. What I would do is bulldoze the red-marked area and upgrade the 2-lane alternate to highway or just something faster. That's too many intersections assuming they all have traffic lights. After that you can either do nothing and see how that shakes out, or you can add an offramp going from the middle of the alternate route back to the 6-lane for left turners. If the offramp backs up, try a 2-lane one way. The idea is to reverse the speed issue so that they'll prefer the alternate route over the red one.
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# ? Mar 29, 2015 05:42 |
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If you used a highway offramp instead of a one way road that might also work. Especially so if you make the offramp real long and have it branch off into your surface road network
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# ? Mar 29, 2015 05:45 |
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I ended up replacing about 1/4 of my bridge with a large roundabout. That mostly solved the problem though people who want to go right still take a really weird route.
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# ? Mar 29, 2015 05:45 |
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I can't get dams to stop pumping water even when they're turned off so this took some fiddling: Moridin920 fucked around with this message at 05:52 on Mar 29, 2015 |
# ? Mar 29, 2015 05:45 |
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They don't want to take your bypass because its roughly the same distance but the speed they can travel on is slower. They don't really take traffic into account, just route distances and speed. Also, you're probably having traffic issues there because your two bridges are too close together causing the two intersections leading to them to be right next to eachother. Thats gonna cause jamming issues because there is no space to queue between intersections. e:fb
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# ? Mar 29, 2015 05:49 |
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Upgrade that side road to a ramp I reckon.
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# ? Mar 29, 2015 05:50 |
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Moridin920 posted:I can't get dams to stop pumping water even when they're turned off so this took some fiddling: Aaaahahahaha this is fantastic. I tried doing something similar on Bora Bora but I accidentally a whirlpool and flooded all of my other reclaimed areas. I really hope we get building destruction at some point Edit: or tunnels. Really need tunnels New Zealand can eat me fucked around with this message at 06:07 on Mar 29, 2015 |
# ? Mar 29, 2015 05:54 |
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I tried several things based off what you guys suggested, going with what worked without bulldozing part of the city so I ended up with... It works! Traffic is pretty much solved over here. Now on to the next traffic puzzle.
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# ? Mar 29, 2015 06:10 |
Is there a rural/agricultural asset collection?
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# ? Mar 29, 2015 06:22 |
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Drawing elevated roundabouts on slopes makes me want to kill myself. You can see how high your roundabout is going to be, or you can see where it's going to go, but you can't really see both at once, which makes it loving painful. I can either get perfectly level roundabouts in the wrong place, or I can get roundabouts in the right place but either too high or too low. Please for the love of god just add a circle tool.
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# ? Mar 29, 2015 06:24 |
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Is there another map that's similar to Zion but with even more gorges and peaks? I really tried to stay in the more fun areas with only a single flat area (so I could make my sweet rollercoaster freight lines) but now even that's getting boring as I expand to the more flat areas. Making shaolin temples with zen gardens on top is sweet. I keep stalking my sims and they live up there but I have never seen them go down. I have a feeling they've mastered teleportation and don't take my marathon path around the mountain to get to their day jobs. e: mountainous subway lines are amazing. It's a twisted network of zigzags everywhere. I feel like it's based on a 2-d grid when it should be 3d and if you could somehow make tunnels with heights, it'd be easier. As it is, though, it's really fun trying to see which peaks the subway can go on. Chill la Chill fucked around with this message at 06:35 on Mar 29, 2015 |
# ? Mar 29, 2015 06:31 |
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Wee Tinkle Wand posted:I tried several things based off what you guys suggested, going with what worked without bulldozing part of the city so I ended up with... Something like the roundabout at the top would probably work just as well while handling the same amount of traffic. This is by far one of the busiest sections of my city, but I never get bad build up on it.
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# ? Mar 29, 2015 06:42 |
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A great number of my train lines seem to be in a perpetual state of traffic jam, is this solvable?
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# ? Mar 29, 2015 07:36 |
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MikeJF posted:A great number of my train lines seem to be in a perpetual state of traffic jam, is this solvable? Sometimes the solution to this problem for me is to make those triangle junctions bigger so the trains get stuck less.
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# ? Mar 29, 2015 07:40 |
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MikeJF posted:A great number of my train lines seem to be in a perpetual state of traffic jam, is this solvable?
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# ? Mar 29, 2015 07:46 |
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The Deadly Hume posted:Isolate any lines you use for local traffic routes from lines to connections (set up a dedicated passenger terminal for tourists) , and also keep goods and passenger lines separate Yeah if your goods and passenger lines are the same ones this is going to be completely unmanageable. I quit using trains for sims or anything and just demolished all the passenger terminals. Finally I started building 3 lane or 4 lane interchanges and buffer zones to manage it.
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# ? Mar 29, 2015 07:53 |
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I fiddled around a lot with my trains and then just gave up, eventually it seemed to sort itself out, though sometimes a train would get stuck in perpetuity that required intervention, but thats more a general "this thing is stuck" bug than a specific issue.
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# ? Mar 29, 2015 08:45 |
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Tonight I discovered that if you make a traffic circle large enough, you can indeed put exits on the inside. This then allows the silly traffic planner to take advantage of lanes other than the outermost, at the cost of the intersection looking like an elder god emerging from the deeps, tentacles first.
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# ? Mar 29, 2015 08:50 |
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Got his game after reading the thread. Can't stop, send help. 40 000 and nothing but two lane roads, traffic is dense but flows smoothly.
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# ? Mar 29, 2015 09:03 |
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Am I missing out on using anything bigger than two-lane roads? I'm up to ~70,000 and don't have any traffic issue save for one ramp that gets busy (Probably would be fixed with a round about).
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# ? Mar 29, 2015 09:13 |
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Ad by Khad posted:Sometimes the solution to this problem for me is to make those triangle junctions bigger so the trains get stuck less. ...yep, looks like there was one that was jamming up my entire city. Well, kinda. still got plenty of other problems. I have a huge cargo jam on the outwards line out of my city off the edge of the region, no idea what I could do about that. MikeJF fucked around with this message at 09:29 on Mar 29, 2015 |
# ? Mar 29, 2015 09:26 |
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I had to kind of OpenTTD out to get my cargo lines running smoothly... Signals would be cool.
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# ? Mar 29, 2015 09:53 |
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Moridin920 posted:I had to kind of OpenTTD out to get my cargo lines running smoothly... Signals would be cool. That's an upcoming DLC. (hopefully)
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# ? Mar 29, 2015 10:02 |
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Having some pretty good success with straight up ignoring commercial RCI demand and zoning just enough of it that my import/exports stay balanced. My last city I followed the RCI and over-zoned so much commercial that I became too reliant on imports and my whole city died when commercial couldn't get their goods in. Even with 360k people and some dense gridlock issues my shops aren't complaining this time.
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# ? Mar 29, 2015 10:47 |
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My first self-built highway exit! How do you guys get yours looking so pretty and symmetrical!? e: Also how do I remove traffic lights and how come only one of these roads has them? Jack the Lad fucked around with this message at 11:10 on Mar 29, 2015 |
# ? Mar 29, 2015 11:05 |
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Jack the Lad posted:My first self-built highway exit! Often by using ramps instead of full highways quote:e: Also how do I remove traffic lights and how come only one of these roads has them? There are no traffic lights on the left because people are only ever entering that one-way highway, so there's no need for them.
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# ? Mar 29, 2015 11:10 |
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Jack the Lad posted:How do you guys get yours looking so pretty and symmetrical!? For a truly symmetrical interchange I mess around in the Asset Editor to get a decent base set up. Here's an embryonic Texas-style 5-lever stack: Then sprinkle on some magic OCD dust, and n minutes later you're pretty much done! Remember that pretty much all road and rail curvature, both horizontal and vertical, is compounded. You'll have to design a spiral curve that tightens until it hits the minimum 'safe' (ingame: good-looking) radius for that particular road/rail's design/traction speed (irl engineers add a safety margin). Eyeball it!
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# ? Mar 29, 2015 11:56 |
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Getting good progress here, just need to connect those highways correctly: So much abandoned industry
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# ? Mar 29, 2015 12:08 |
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My industry, no matter what kind of industry, starts to go through harsh cycles of abandonment then rebuilding. As my city gets larger it gets worse until at any given moment 50% or more of it is abandoned or begging for workers. This doesn't seem to be slowing down my income so I haven't spent too much effort trying to figure out a "fix" since as long as the cash is rolling in there is nothing to fix from my point of view. Just adding more residences nearby or ways to commute to work doesn't seem to do the trick, haven't tried much else.
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# ? Mar 29, 2015 12:20 |
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Looks pretty but please tell me real-world highway engineers don't line the slip roads with trees
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# ? Mar 29, 2015 12:22 |
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Wee Tinkle Wand posted:Ah I just edited my post because I figured my schools across the road at the residential town were enough. Apparently I need schools in the industrial area itself, even though no one lives there? That's a bit weird. Don't think of them as schools, think of them as "employee training facilities", just like in real life, even your Cims need basic health and safety and risk assessment for the 20th time. If only I was any good at modelling and modding...
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# ? Mar 29, 2015 12:23 |
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KKKlean Energy posted:Looks pretty but please tell me real-world highway engineers don't line the slip roads with trees The poo poo I see in Germany never ceases to amaze me.
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# ? Mar 29, 2015 12:26 |
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Any tips on how to do proper bus lines?
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# ? Mar 29, 2015 12:30 |
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# ? May 27, 2024 13:22 |
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Wee Tinkle Wand posted:My industry, no matter what kind of industry, starts to go through harsh cycles of abandonment then rebuilding. As my city gets larger it gets worse until at any given moment 50% or more of it is abandoned or begging for workers. This doesn't seem to be slowing down my income so I haven't spent too much effort trying to figure out a "fix" since as long as the cash is rolling in there is nothing to fix from my point of view. My guess is this is due to the "6 year die-off", which happens every 6-24 months due to building out in large phases. My game just failed because 30% of the citizens just died at the same time. Check your population city graph to confirm. Sweet jesus it's 6am
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# ? Mar 29, 2015 12:36 |