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Supraluminal posted:The presence/absence of lights is a function of which roads you use. The interactions are kind of complicated (here's a video guide), but the most important thing to know for building roundabouts is that two-lane one-way and highway roundabouts should never have lights. (I think ramps won't either.) For whatever reason, six-lane one-way appears to create lights, so don't use that.
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# ? May 2, 2015 17:53 |
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# ? Jun 5, 2024 03:27 |
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BallsFalls posted:I don't think the timed traffic lights really help much. I've only gotten good use out of the toggling and priority signs. I've had some success with changing turning lanes The timed lights don't matter that much because there isn't a daily traffic cycle. If there was a day night cycle, even if it took several game "days" to run through then you would get more realistic traffic situations because you'd have people going to work in the morning, and leaving at night, and delivery trucks would deliver early in the morning and you'd have semi trucks running on the highways all times of the night and poo poo.
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# ? May 2, 2015 18:19 |
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Timed lights would work for certain kinds of intersections that are more complicated than a simple +. I tried one setup where I replaced my highway off ramp with a simple perpendicular road. It worked fine except that it created two lighted intersections right next to each other that were totally out of sync.
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# ? May 2, 2015 18:25 |
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Can anyone recommend some mods to make airports look like actual big city airports.
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# ? May 2, 2015 19:26 |
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Nostalgia4Infinity posted:Can anyone recommend some mods to make airports look like actual big city airports. Depends on what you mean by "big city". John F. Kennedy Airport in New York City is equivalent in size to 5 tiles in-game. That's space you could use for more highways.
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# ? May 2, 2015 22:30 |
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Curvature of Earth posted:Depends on what you mean by "big city". John F. Kennedy Airport in New York City is equivalent in size to 5 tiles in-game. That's space you could use for more highways. poo poo, I'd be happy with 3x length, twice as wide. But I'm also a giant shitter.
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# ? May 2, 2015 22:35 |
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Nostalgia4Infinity posted:Can anyone recommend some mods to make airports look like actual big city airports. There's a whole bunch of standalone hangars and terminals or airplane parking parks on the workshop
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# ? May 2, 2015 22:53 |
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But no runways.
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# ? May 3, 2015 00:33 |
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Bold Robot posted:I'm really enjoying Hadlock's Algiers map, but the lack of any flow to the water means that My apologies. Now that I've figured that out, I'll be releasing a v2 on Monday with proper water flow. I really like the Algiers map too, my largest city of 170k is on that map. The biggest problem I've found is a lack of places to place airports (which makes sense, since it's all a giant seaside hillside) and I'm working on correcting that as well. I'm interested to hear of any other goons who have tried my maps, they all seem to have 300± subscribers but this is the second time I've heard of someone using my map
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# ? May 3, 2015 02:32 |
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mr. nobody posted:I'm up to 10k people and this is working so far for me; I started out with one-way roads, but sorta forked like that, at the initial highway connection. As soon as I could, I purchased the land plot to the north and connected my industrial another way directly to the highway and things have been smooth ever since. There's a few small roundabouts in the industrial area, where traffic was very heavy before I was able to get the second outside connection, and those helped immensely. Do not take my advice. This turns into a terrible snarled up mess very quickly and I was wrong, so wrong.
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# ? May 3, 2015 04:01 |
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Hadlock posted:My apologies. Now that I've figured that out, I'll be releasing a v2 on Monday with proper water flow. I was thinking of putting my airport on the hill above the starting time, seems pretty flat up there. Does that not work? A v2 of the map would be killer. I've noticed a few weird terrain glitches along the coast where there is a tiny pit at the edge of the water, in case those aren't already on your radar. Could you post some screenshots of your city? I'd be interested to see what someone else did with the map.
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# ? May 3, 2015 04:04 |
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Nostalgia4Infinity posted:Can anyone recommend some mods to make airports look like actual big city airports. Check out Atlanta and ATL to the west on Google satellite. Its pretty crazy huge.
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# ? May 3, 2015 04:12 |
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What happens if you unsubscribe from custom assets and then load up a city that had them on the map? Does it crash or do those buildings just despawn? I subscribed to a ton of growables but my performance is taking a real hit and I don't really care enough about most of them for it to be worth it. Update: They just disappear . My city is kinda making GBS threads itself right now from having half the buildings disappear but the performance boost is worth it. Subscribing to like 200 growables was way too ambitions. Bold Robot fucked around with this message at 17:28 on May 3, 2015 |
# ? May 3, 2015 16:45 |
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I've been working on my most difficult map to date (Hartford, Connecticut) and I've just realized how difficult it is to get map images for overlays using the overlay mods. OSM viewers are garbage and the non-Terrain party map program is horribly buggy. Just another day in the life of a mapper.
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# ? May 4, 2015 00:59 |
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Knowing little about how games actually work, is it at all possible for a patch (or expansion) to modify the game's code to allow for better performance when running lots of subscribed assets?
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# ? May 4, 2015 01:06 |
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popewiles posted:Knowing little about how games actually work, is it at all possible for a patch (or expansion) to modify the game's code to allow for better performance when running lots of subscribed assets? I doubt it. Part of the problem is that a lot of modders will just publish decent looking buildings but with horribly massive file sizes. When you get hundreds of buildings at 20MB each your game is going to poo poo itself
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# ? May 4, 2015 03:28 |
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popewiles posted:Knowing little about how games actually work, is it at all possible for a patch (or expansion) to modify the game's code to allow for better performance when running lots of subscribed assets? For code based add-on stuff, its already been described as "probably allowing deeper access to the guts of the code than most companies would be comfortable with" so its largely based on the efficiency of the coder. But also conceivable they make some fundamental changes that play nicer with certain add-on goals, but probably not likely.
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# ? May 4, 2015 03:51 |
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BallsFalls posted:I doubt it. Part of the problem is that a lot of modders will just publish decent looking buildings but with horribly massive file sizes. When you get hundreds of buildings at 20MB each your game is going to poo poo itself Someone could maybe/probably do something like the several mods in Kerbal Space Program (another popular game that uses the Unity engine) that compress textures to lower resolution, or convert them to better formats in memory (ie .dxt). That's actually perhaps not a bad idea for how pointlessly big some of the textures are.
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# ? May 4, 2015 06:52 |
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Brb, converting all my building textures to .jpg
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# ? May 4, 2015 07:47 |
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SynthOrange posted:Brb, converting all my building textures to .jpg I never realised how much I wanted a sweet bro and hella jeff filter until now!
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# ? May 4, 2015 10:33 |
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My city is getting a strange Canadian flavour.
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# ? May 4, 2015 13:59 |
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MikeJF posted:My city is getting a strange Canadian flavour. I love all of these and I can't wait to see what else he releases. I need my Canadian authenticity! Anyway, I spotted this lonely, little house and had to get a snapshot of it. Watch your step out that back door. Also: When you just gotta' have that sub.
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# ? May 4, 2015 17:28 |
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Zarah posted:I love all of these and I can't wait to see what else he releases. I need my Canadian authenticity! Yep, that looks pretty Canadian right there.
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# ? May 4, 2015 17:30 |
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Speaking of questionable zoning decisions, how about these poor bastards. Honey we can't grill tonight, a semi ran over our patio again. What dear? I couldn't hear you over the passing cars. I SAID--
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# ? May 4, 2015 17:41 |
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Putting low cost housing between major roads is one of my favorite things to do. Every time I do it I think "Look at these poor suckers, so desperate to own a home that they would even live here" Then I laugh and move on, but I always check back every once in a while.
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# ? May 4, 2015 18:25 |
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My first city has this poor bastard. He's sandwiched in between the initial roads I first put in, and should really get around to tearing out and making into a proper freeway.
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# ? May 4, 2015 19:12 |
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I say leave it because ridiculous intersections are a defining trait of "natural" looking cities. Growing organically and dealing with the consequences is my biggest problem with this type of game, it's too easy to plan too much or just make grids everywhere.
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# ? May 4, 2015 19:16 |
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ShootaBoy posted:My first city has this poor bastard. this reminds me of those homeowners in china that manage to have a government connect and so their house is the only one that doesn't get eminent domain'd and everything just gets build around them
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# ? May 4, 2015 19:18 |
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xzzy posted:I say leave it because ridiculous intersections are a defining trait of "natural" looking cities. You say that now. edit: ShootaBoy fucked around with this message at 20:49 on May 4, 2015 |
# ? May 4, 2015 20:44 |
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ShootaBoy posted:My first city has this poor bastard. drat. Give the guy a couple of trees!
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# ? May 4, 2015 20:46 |
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MikeJF posted:My city is getting a strange Canadian flavour. Whoever made those clearly lives in Ontario and it makes me not want to use any of them out of spite. Gibbo fucked around with this message at 21:07 on May 4, 2015 |
# ? May 4, 2015 21:05 |
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Moridin920 posted:this reminds me of those homeowners in china that manage to have a government connect and so their house is the only one that doesn't get eminent domain'd and everything just gets build around them ShootaBoy posted:You say that now.
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# ? May 4, 2015 21:36 |
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Moridin920 posted:this reminds me of those homeowners in china that manage to have a government connect and so their house is the only one that doesn't get eminent domain'd and everything just gets build around them
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# ? May 4, 2015 22:19 |
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I got to feeling a bit bogged down with my first city, partially because I was taking pains to build organically and avoid eminent domain, and partially because I learned a bunch about how the game works that made me want a fresh start. I decided to try again with the goal of building out a biggish city fairly quickly while applying some of the lessons I'd learned. I settled on a fused grid design for the basic template - it's easy to cover large areas with it quickly, and it lends itself pretty well to the traffic sim. Here's my progress so far: Aerial view: Zone plan: Neighborhood detail: Downtown has stuck pretty closely to the grid layout but there are places where it varies, especially in oddly-shaped areas. I'll probably mix it up to some extent as the city grows and I want to convert some of the existing areas to high density. The land value map shows giant holes where my bigass parks are. Traffic: It works pretty much as intended. The neighborhood quadrants are designed to be inefficient to drive through/around, with lots of dead-end streets, which pushes traffic out to the connectors and arterials. As a consequence those bigger roads have a poo poo-ton of traffic, but so far I've been able to keep it from backing up terribly. I was actually so impressed by how efficient it was at first that I delayed adding more interchanges for as long as I could, forcing all in/out traffic through that top-left area, and I got to about 18k people before it became chronically congested. Close-up of the top left, still the busiest part of town because a) that's where all my industry is and b) the university is just off-screen to the bottom right. There are always big lines at the intersections, but people generally don't have to wait through more than one light. It's very rare for them to back up past the last intersection. I expect this will ease up a little once I add more industry in other areas and grow the city generally, since the traffic should diffuse in more directions. I should mention that I haven't built any public transit at all yet. This was part of the "how big until it breaks" experiment initially and since then I've just been lazy. Once I get around to it, it should help a lot. The grid layout will be conducive to easy line design; I think I can get the vast majority of the city within 2-3 transfers of any other point in town. Finally, a few glamor shots: Some of the only high density stuff in town. There's a symmetrical park on the other side of that commercial area, top-right. The other high-density area, on a narrow peninsula in the river, featuring a nice waterside park. Watching interchanges that connect directly to roundabouts is mesmerizing. Speaking of which, this is one of several ridiculous interchanges I spent way too long making. They connect to the frontage roads and the roundabout with a single exit/entrance on each side of the highway. Overall I'm pretty happy with the city so far. The "filler" parts of the fused grid are fast to throw up while remaining slightly less bland than a strict conventional grid and there's plenty of places to fiddle around in the margins for variety. This phase has given me some ideas for how to make new areas more interesting to look at and more efficient as well. Supraluminal fucked around with this message at 23:34 on May 4, 2015 |
# ? May 4, 2015 22:39 |
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That interchange is about one million times more involved than anything I've ever attempted. I always start out "this time I'll do it RIGHT" and then when it comes time to do it I get worried about how much real estate I'd have to bulldoze and for a minimal approach that does nothing to help the traffic.
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# ? May 4, 2015 22:41 |
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Looks really nice, I like it.
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# ? May 4, 2015 22:45 |
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Cims versus the state of Connecticut.
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# ? May 5, 2015 01:38 |
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These death waves are getting tiresome
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# ? May 5, 2015 02:24 |
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Nostalgia4Infinity posted:These death waves are getting tiresome Every now and then delete a few housing-zones and rezone them immeadiatly after.
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# ? May 5, 2015 02:24 |
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# ? Jun 5, 2024 03:27 |
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It's foolish question time! Why do so many people throng to this bus stop? Only a single bus line comes here. In fact I have only 3 bus lines total as I've tried to keep my road traffic down, because my other problem... Is interchanges! I've downloaded several interchanges from the workshop, but they don't work very well for retrofitting as so much stuff has to be demolished. Finally, how do you deal with people who complain of noise even after you've planted so many trees around their apartment block that it looks like Vietnam?
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# ? May 5, 2015 03:56 |