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DeepQantas posted:Vehicles want to choose the correct lane as soon as possible, so by using Traffic Manager or Traffic++ you can force them to split up. Two right turn lanes merging into a single street? Does that even work?
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# ? Aug 4, 2015 10:45 |
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# ? May 25, 2024 05:02 |
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Slashrat posted:Couldn't the performance hit be significantly mitigated by having a practical speed limit for each stretch of road that is calculated based on congestion on that stretch, and have the path-planner use that instead of the normal speed limit? Then the simulation would only need to do a single pass over the roads at regular intervals to update the practical speed limits, and the planner would become less likely to pick the congested paths.
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# ? Aug 4, 2015 12:53 |
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Welcome future XBone owners of Skylines. Somehow I bet its easier to make repeatable curves with a controller.
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# ? Aug 4, 2015 15:38 |
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zedprime posted:Welcome future XBone owners of Skylines. Somehow I bet its easier to make repeatable curves with a controller. I can't imagine it'll play that well with a controller for the rest of the game, though. Although... isn't the XBone about to introduce native mouse support? Maybe Skylines'll work with that.
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# ? Aug 4, 2015 16:45 |
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zedprime posted:I think there's aspects of that already in that mod and it ends up being the practical implementation. That is a monster of a concept to load balance in a dynamic system when you are locking in paths at agent creation. You need to get the refresh time and the weighting just right to prevent creating a traffic storm with a roving traffic jam that shifts to wherever the traffic wasn't a moment ago. Yeah this would make for amazing harmonic traffic patterns, eventually it would turn in to a sort of beat matching music game, only with cars as the bass line visualizer, and the user interface incredibly oblique and laggy
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# ? Aug 4, 2015 16:53 |
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Has anyone yet figured out how to mod emergency vehicle sirens?
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# ? Aug 4, 2015 17:35 |
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I wonder how much CPU time it would take for every car taking a route to adjust the route speed slightly downward (for the purposes of route calculation) for X amount of time, say, six ingame hours. It wouldn't matter if the paths didn't change values instantly (for parallelization) because it'd balance as traffic grows.
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# ? Aug 4, 2015 17:40 |
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The first expansion pack is supposed to be announced at Gamescom which starts tomorrow. Apparently there will be bikes, hopefully with bike lanes. I long for trams...
Metrication fucked around with this message at 18:19 on Aug 4, 2015 |
# ? Aug 4, 2015 17:52 |
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If we can get proper Simcity 4 style farms I'll be happy.
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# ? Aug 4, 2015 18:40 |
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Metrication posted:The first expansion pack is supposed to be announced at Gamescom which starts tomorrow. Apparently there will be bikes, hopefully with bike lanes. I long for trams...
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# ? Aug 4, 2015 18:49 |
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SelenicMartian posted:Yay, even denser traffic. Well in real life dedicated cycle lanes take cars off the roads as more and more people feel safe cycling... SC4 style farms would be great. Also I would really appreciate an official sea wall tool where you can just draw them instead of continually having to plop loads of puzzle pieces down. I'm guessing this is unlikely to happen though.
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# ? Aug 4, 2015 18:52 |
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If they add bike paths I hope they'll allow them in tunnels. That'd make things so much easier to plan them into the city.MikeJF posted:I can't imagine it'll play that well with a controller for the rest of the game, though. Although... isn't the XBone about to introduce native mouse support? Maybe Skylines'll work with that. Poil fucked around with this message at 19:20 on Aug 4, 2015 |
# ? Aug 4, 2015 19:15 |
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Poil posted:You'd think that, but you'd be amazed at the number of people who played Sim City on a freaking SNES. True, but SimCity 1 had a lot fewer controls.
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# ? Aug 4, 2015 19:18 |
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Poil posted:If they add bike paths I hope they'll allow them in tunnels. That'd make things so much easier to plan them into the city. My first copy of SimCity 2000 was on the Playstation version. I played the poo poo of that game. I also only ever had the SNES version of SimAnt. But having played the PC version years later, the SNES version seems slightly superior in some ways.
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# ? Aug 4, 2015 19:56 |
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Deutsch Nozzle posted:Has anyone yet figured out how to mod emergency vehicle sirens? http://steamcommunity.com/sharedfiles/filedetails/?id=421527612 Despite it being in 0.1 and the authors first mod, I've had no trouble with it and haven't heard sirens since. I'm really hoping for a graphical/asset update sometime soon. I'm getting weary on all the familiar buildings. buglord fucked around with this message at 20:41 on Aug 4, 2015 |
# ? Aug 4, 2015 20:36 |
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GrossMurpel posted:Two right turn lanes merging into a single street? Does that even work? If you want to have two, three, six lanes out it's all fine, too. The important part is that you don't allow cars going straight to take the middle lane. DeepQantas fucked around with this message at 21:20 on Aug 4, 2015 |
# ? Aug 4, 2015 21:17 |
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Avocados posted:http://steamcommunity.com/sharedfiles/filedetails/?id=421527612 I guess I meant if there was any way to replace the sirens. Having downloaded some German emergency vehicles, it's a bit off when they don't make the signature neeeeee-naaaawww siren noise.
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# ? Aug 5, 2015 05:36 |
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Deutsch Nozzle posted:I guess I meant if there was any way to replace the sirens. Having downloaded some German emergency vehicles, it's a bit off when they don't make the signature neeeeee-naaaawww siren noise. Oops. Sorry. I've only known people who disliked it because its so disproportionately loud compared to the other city sound effects.
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# ? Aug 5, 2015 06:21 |
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Metrication posted:The first expansion pack is supposed to be announced at Gamescom which starts tomorrow. Apparently there will be bikes, hopefully with bike lanes. I long for trams... https://www.youtube.com/watch?v=gKLWZjBu2iQ
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# ? Aug 5, 2015 08:17 |
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Metrication posted:The first expansion pack is supposed to be announced at Gamescom which starts tomorrow. Apparently there will be bikes, hopefully with bike lanes. I long for trams... There is a tram mod, but I have no idea how it function ingame. http://steamcommunity.com/sharedfiles/filedetails/?id=484718651
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# ? Aug 5, 2015 18:20 |
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New expansion is called After Dark and contains a bit of poetry. https://youtu.be/lfFPIjdPJRk
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# ? Aug 6, 2015 20:32 |
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Night time and bikes! WOO! But seriously CO, more buildings and better simulation stuff as well please. After Dark is perfect for a crime overhaul!
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# ? Aug 6, 2015 20:41 |
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ToastyPotato posted:Night time and bikes! WOO!
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# ? Aug 6, 2015 20:45 |
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zedprime posted:There's commercial specializations with the requisite plots and a crime/police overhaul (with jails apparently) coming with it. Also the day/night cycle impacts traffic and citizen AI behavior.
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# ? Aug 6, 2015 20:53 |
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zedprime posted:There's commercial specializations with the requisite plots and a crime/police overhaul (with jails apparently) coming with it. Mother of god, it is really happening. Where is the run down? Their facebook page only has the trailer and no other relevant links.
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# ? Aug 6, 2015 21:00 |
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ToastyPotato posted:Mother of god, it is really happening. Where is the run down? Their facebook page only has the trailer and no other relevant links. http://www.twitch.tv/paradoxinteractive/v/9931376 Skylines announcement starts at 37:30, and QA starts at 1:06:50
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# ? Aug 6, 2015 21:05 |
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quote:Day and Night Cycle: Day and night changes in the city and affects citizen schedules. Traffic is visibly slower at night and some zoned areas do not work with full efficiency, further easing the traffic. Service vehicles move around as usual. A free update for all users.
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# ? Aug 6, 2015 21:15 |
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Okay, but will After Dark accurately simulate the ENORMOUS fights people have about how important bike helmets are/are not?
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# ? Aug 6, 2015 21:43 |
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Sober posted:Day and Night Cycle: Day and night changes in the city and affects citizen schedules. Traffic is visibly slower at night and some zoned areas do not work with full efficiency, further easing the traffic. Service vehicles move around as usual. A free update for all users Not bad, not bad at all
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# ? Aug 6, 2015 22:43 |
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Mister Adequate posted:Okay, but will After Dark accurately simulate the ENORMOUS fights people have about how important bike helmets are/are not?
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# ? Aug 6, 2015 22:45 |
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Sober posted:Expanded City Services: Criminals will now be taken to Prison from Police buildings. Taxi service will help citizens and tourists travel around the city. Cargo hubs are harbors that accept cargo trains straight to the terminal. International airport is a huge airport, allowing much more traffic than the previous airport. It has a metro station attached to it. Bus terminal allows citizens to transfer to other bus lines in the terminal building. I have such an enormous infrastructure boner right now.
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# ? Aug 6, 2015 23:07 |
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Any info on when this is coming out?
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# ? Aug 6, 2015 23:08 |
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What's the point of airports if they haven't made tourism less useless? I notice zero effect from having an airport or cruise ship dock or not, the tiny trickle of tourists doesn't even pay for the facility's upkeep let alone have any effect on your economy.
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# ? Aug 6, 2015 23:10 |
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Baronjutter posted:What's the point of airports if they haven't made tourism less useless? I notice zero effect from having an airport or cruise ship dock or not, the tiny trickle of tourists doesn't even pay for the facility's upkeep let alone have any effect on your economy. They're cool, OK?
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# ? Aug 6, 2015 23:16 |
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My small island city had so many tourists pouring in through two different ports that the boats were colliding and glitching out and I had to develop a road network specifically to alleviate traffic issues. Like the traffic was almost as bad as the cargo port.
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# ? Aug 6, 2015 23:38 |
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More info and pictures: http://www.rockpapershotgun.com/2015/08/06/cities-skylines-after-dark-preview/
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# ? Aug 6, 2015 23:44 |
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Baronjutter posted:What's the point of airports if they haven't made tourism less useless? I notice zero effect from having an airport or cruise ship dock or not, the tiny trickle of tourists doesn't even pay for the facility's upkeep let alone have any effect on your economy.
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# ? Aug 6, 2015 23:47 |
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Friction posted:I have such an enormous infrastructure boner right now. The Something Awful Forums > Discussion > Games > Cities: Skylines - I have such an enormous infrastructure boner right now.
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# ? Aug 7, 2015 00:08 |
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Has anyone tried to replicate the insanity of the Texas highway system? I just got back from my first trip to Austin & San Antonio and was completely blown away with how insanely different it was. I've found a few workshop assets but I'd like to see if anyone had any suggestions before I spend days trying to set it up and inevitably screwing it up.
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# ? Aug 7, 2015 00:37 |
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# ? May 25, 2024 05:02 |
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suddenlyissoon posted:Has anyone tried to replicate the insanity of the Texas highway system? I just got back from my first trip to Austin & San Antonio and was completely blown away with how insanely different it was. I've found a few workshop assets but I'd like to see if anyone had any suggestions before I spend days trying to set it up and inevitably screwing it up. Yeah... Basically, you need tons of space. That particular interchange is *only* about 40 units in the diagonal, but a whopping ~150 in length for the merges to look sweet and tidy. Get precision engineering, fine road heights, and probably no pillars as well. Then you can experiment with really big and flowing set-ups. Do it in-map since the asset editor is way too small. Enable the money cheat since gently caress it, you're doing art, not some kind of bideo game for children.
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# ? Aug 7, 2015 00:59 |