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I have four words for you. I. Love. This. Game.
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# ? Nov 28, 2015 05:42 |
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# ? May 25, 2024 10:06 |
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Negrostrike posted:I have four words for you.
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# ? Nov 28, 2015 05:45 |
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# ? Nov 28, 2015 06:03 |
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Negrostrike posted:I have four words for you. It's a Bond Gate - You drive straight over the tarmac and jump from your moving car onto your plane. And, you know, hope the plane is pointed towards the right of the picture.
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# ? Nov 28, 2015 06:07 |
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Negrostrike posted:I have four words for you. Please do
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# ? Nov 28, 2015 06:34 |
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I just don't quite
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# ? Nov 28, 2015 07:02 |
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LonsomeSon posted:I just don't quite there is a lot going wrong with that picture
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# ? Nov 28, 2015 07:13 |
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I wish roundabouts were just a standard feature of the game, like maybe have them come in a few shapes and sizes prebuilt and ploppable on top of existing intersections. Traffic light intersections push players towards grids.
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# ? Nov 28, 2015 08:49 |
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Fish Fry Andy posted:The OP is way out of date, yeah. If you want a good list here's one from a few weeks ago: I second this motion. Someone please create a new OP, the current thread creator seems to be AFK. And that is a great list you quoted.
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# ? Nov 28, 2015 09:08 |
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Negrostrike posted:I have four words for you. On the one hand, it's kind of neat that runways and taxiways are technically just another bit of road, but from a sim angle, it's also curious that they didn't make the whole thing a single structure that can't be overlapped — after all, it rather makes more sense that way. LonsomeSon posted:I just don't quite Shibawanko posted:I wish roundabouts were just a standard feature of the game, like maybe have them come in a few shapes and sizes prebuilt and ploppable on top of existing intersections. Traffic light intersections push players towards grids.
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# ? Nov 28, 2015 09:34 |
A proper roundabout tool would be amazing yes. You pick a center, then a radius, and it makes a proper circle. And it could have sidewalks, along the outer edge, still only be a single lane, and also follow the correct yielding rules. And there could be a Turbo option for one direction. The game still only has road geometry that sort-of looks and acts like a roundabout, it doesn't have proper roundabouts. There's also some annoying restrictions on the sizes you can build with the current tool, and the angles the roads can meet at.
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# ? Nov 28, 2015 09:42 |
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Personally, I just want to recreate the Magic Roundabout.
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# ? Nov 28, 2015 12:57 |
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The Evil Thing posted:Personally, I just want to recreate the Magic Roundabout. You can do it, it just has to be fairly spread out so skylines can deal with all the connections. Remember that the magic roundabout is really just a circular two-way road with five small roundabouts on it.
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# ? Nov 28, 2015 13:05 |
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MikeJF posted:You can do it, it just has to be fairly spread out so skylines can deal with all the connections. For those who've never seen this wonderful thing.
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# ? Nov 28, 2015 13:57 |
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I'd settle for just having traffic on the roundabout stop yielding to incoming cars.
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# ? Nov 28, 2015 15:42 |
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Arglebargle III posted:I'd settle for just having traffic on the roundabout stop yielding to incoming cars. That's the main thing for me yeah. Otherwise it's just a bunch of smaller intersections built to look like a circle.
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# ? Nov 28, 2015 16:05 |
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Arglebargle III posted:I'd settle for just having traffic on the roundabout stop yielding to incoming cars. Yeah, that's another reason why they'd have to be their own type of asset and just not a bit of road, so I'm not holding my breath on that one. Meanwhile, Traffic Manager lets you set up the intersections like that, which is annoying to do for every one you build, but worth it for some of the more heavily used roundabouts.
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# ? Nov 28, 2015 16:15 |
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I am continually baffled at the amount of hate some people have for grids. It goes beyond city planning or traffic flow. It seems like some people feel that grids represent everything bad about American culture, that they are symbols of American oppression, warring, and anti-progression. That if you use them in your cities, you are eye-loving every European with a bald eagle while screaming "HOO-RAH MOTHERFUCKER, HOO-RAH." I want to know why you are so angry. So angry at grids. Edit: I didn't say I wanted to know why grids are bad. I said I wanted to know why you were so angry at them, goons. Your anger for them is unbounded, unlike a grid, which has four sides. ExtraNoise fucked around with this message at 17:41 on Nov 28, 2015 |
# ? Nov 28, 2015 17:28 |
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Cross-traffic at signaled intersections creates traffic, when grids are too dense that traffic backs up into other intersections. A bad grid creates traffic clusterfucks nowhere near any body's destination.
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# ? Nov 28, 2015 17:35 |
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I've been experimenting with making the entire layout of the city based on the idea of a roundabout. So I've set up a massive one-way freeway going in a loop around the entire city, with feeder roads going into the interior grid. Housing, commerce and industry inhabit smaller cells, which are themselves surrounded by smaller arterial roundabouts. I... haven't quite gotten the trick of it yet. Traffic does indeed flow, but it takes forever for service vehicles to travel to their destinations since they end up having to make continuous loops around everything all the time. I'm not sure how to rectify this other than having each cell have its own dedicated service vehicles serving just that area -- which would naturally lead to overspending on redundant services.
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# ? Nov 28, 2015 17:41 |
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Fabulousity posted:One place to start is to look at the log file for some leads: Sharing violation on the autosave file, but I've checked permissions and it seems fine. No disk errors showing in my system logs either. Is there a way to turn the autosaves off, because a manual save was fine.
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# ? Nov 28, 2015 17:41 |
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DrSunshine posted:I've been experimenting with making the entire layout of the city based on the idea of a roundabout. So I've set up a massive one-way freeway going in a loop around the entire city, with feeder roads going into the interior grid. Housing, commerce and industry inhabit smaller cells, which are themselves surrounded by smaller arterial roundabouts. Like there is no reason the beltway should be one way, unless you have an inner and outer belt as part of a super mega sized roundabout. I posted my roundabout inspired industrial neighborhoods earlier in the thread if you are interested. Its a good example of short circuiting allowed by magic roundabout type set ups on a block scale.
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# ? Nov 28, 2015 18:01 |
DrSunshine posted:I've been experimenting with making the entire layout of the city based on the idea of a roundabout. So I've set up a massive one-way freeway going in a loop around the entire city, with feeder roads going into the interior grid. Housing, commerce and industry inhabit smaller cells, which are themselves surrounded by smaller arterial roundabouts. Make concentric circles going alternating directions, and in/out roads also alternating directions?
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# ? Nov 28, 2015 18:02 |
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ExtraNoise posted:I am continually baffled at the amount of hate some people have for grids. Also, if you say hoo-rah a bit slower it becomes hora which is swedish for whore.
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# ? Nov 28, 2015 18:51 |
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I'm playing with roundabouts, and designed a neighborhood based around this thing. I call it the Spinnarator!
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# ? Nov 28, 2015 19:06 |
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DrSunshine posted:I'm playing with roundabouts, and designed a neighborhood based around this thing. Looks really good. I like the placement of onramps to the top level after intersections to encourage people to use all lanes. My only suggestion would be to replace the large one-ways with highways and the small one-ways with "onramps" to get rid of all unnecessary intersections.
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# ? Nov 28, 2015 20:01 |
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it looks nice but it seems like something I would absolutely despise using in real life
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# ? Nov 28, 2015 22:25 |
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Dred_furst posted:Did someone say grids and/or roundabouts? Well hello there Lexbro
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# ? Nov 28, 2015 22:29 |
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DrSunshine posted:I'm playing with roundabouts, and designed a neighborhood based around this thing. sort this out your traffic will be a lot better.
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# ? Nov 29, 2015 00:03 |
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I think real human drivers would be so confused trying to go into the top part to get down to the bottom.
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# ? Nov 29, 2015 00:55 |
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ExtraNoise posted:I am continually baffled at the amount of hate some people have for grids. Grids are great. Goons are bad at making them effectively (Let's put lit intersections every 50 meters!).
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# ? Nov 29, 2015 01:11 |
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Eskaton posted:Grids are great. Goons are bad at making them effectively (Let's put lit intersections every 50 meters!). Of course, the problem with that is that the 4-square depth of the zones rather encourage you to put intersections too close together and that you can't make good use of the left-over space if you spread them out unless you absolutely spam oversized parks everywhere. Just something as simple as letting buildings attach to pedestrian paths would help a lot.
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# ? Nov 29, 2015 01:38 |
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If I'm in grid mode I usually go with 2:1 blocks myself, with the wide roads making 4:4 grids to serve as arteries. Of course you mix things up a bit due to terrain or to accommodate rail lines etc, and sometimes it's fun to throw a diagonal road across the grid like Broadway just to gently caress things up.
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# ? Nov 29, 2015 03:27 |
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ExtraNoise posted:I am continually baffled at the amount of hate some people have for grids. They just look so boring and usually ignore natural features of the landscape, making every city look identical. Arterial designs look so much more interesting.
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# ? Nov 29, 2015 04:13 |
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People don't like grids ("don't like" is kind of a misnomer, it's not really even that harsh unless you find a weird c:s sperg) because while they are neat, clean, and utilitarian, they don't exercise creativity. The game is about making your city look like whatever you want and it supports any shape or style, so making it just be a grid world is a bit boring given what you can do with it.
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# ? Nov 29, 2015 04:17 |
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diagonal grids are the hot new compromise position
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# ? Nov 29, 2015 04:22 |
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I take it too many custom assets will make the game take forever to load? I had a few building packs (around 150 assets total) and it was unreasonable long.
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# ? Nov 29, 2015 05:12 |
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I really wish there were a way to make compilation packs for the workshop because I really want to roll all the dang churches into a single streamlined addon with consistent stats
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# ? Nov 29, 2015 05:22 |
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What I'd really like is to somehow make a pack that I can download all the assets from, then with a click of a button switch from one to another. Then I could play a futuristic city in one save, New York/Chicago in another, the UK, Amsterdam, etc. Without having to turn off and on tons of assets or redownload everything.
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# ? Nov 29, 2015 09:37 |
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# ? May 25, 2024 10:06 |
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Bel Monte posted:What I'd really like is to somehow make a pack that I can download all the assets from, then with a click of a button switch from one to another. Then I could play a futuristic city in one save, New York/Chicago in another, the UK, Amsterdam, etc. Without having to turn off and on tons of assets or redownload everything. You can sort of do this with the Theme Management mod, in this case just setting "futuristic" as the theme for the entire city in Policy Management I presume the buildings need to be tagged properly to utilize it, so I wouldn't know as I haven't delved into any growable buildings, just uniques
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# ? Nov 29, 2015 09:55 |