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Still don’t have a PC that can handle this but life finds a way
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# ? Jun 26, 2023 20:57 |
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# ? May 25, 2024 02:06 |
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Baronjutter posted:Like yeah upgrading that busy 2 lane street through a commercial area to a 4 lane might "improve flow" but now you've got a stroad, now you have people trying to turn left to access businesses and suddenly the rate of crashes goes way up. See the thing is, with the way they've described it it's entirely possible that that kind of thing will lead to an increase in crashes, because it seems like it'd produce an arrangement where the chances that a control slip will convert into an accident would be much higher.
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# ? Jun 26, 2023 20:58 |
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I'm going to be the rear end in a top hat here: simulating accidents with physics objects is a waste of so many drat CPU cycles that could be used for so many better things.
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# ? Jun 26, 2023 21:01 |
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Nah, if it does what I'm (admittedly hopefully) describing then it's a clever way to emergently allow the physical arrangement of roads and vehicles to impact the rate of severe accidents without having to try to continuously live convert all of that into a less accurate statistical probability model to use for triggering accidents. And they emphasise it's a very simple physics model and only involves a few cars for a few seconds, it's not going to be a blip on the CPU. This ain't Half Life Alyx. MikeJF fucked around with this message at 21:11 on Jun 26, 2023 |
# ? Jun 26, 2023 21:06 |
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rarbatrol posted:Great news! From the dev diary: That system is picking a random car, enabling physics on it and having it spin out. Dangerous driving is when the pathfinding AI chooses to ignore traffic laws or cut across lanes. There's no mention of them being getting the same physics toggle.
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# ? Jun 26, 2023 21:37 |
Eric the Mauve posted:I'm going to be the rear end in a top hat here: simulating accidents with physics objects is a waste of so many drat CPU cycles that could be used for so many better things. it's not 2010 on a extremely early shoestrings engine anymore grandad games are capable of getting pretty nuts and are optimized to handle it. it's the unoptimized two dudes at home early access shovelware that can't manage it
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# ? Jun 26, 2023 21:47 |
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turn off the TV posted:That system is picking a random car, enabling physics on it and having it spin out. Dangerous driving is when the pathfinding AI chooses to ignore traffic laws or cut across lanes. There's no mention of them being getting the same physics toggle. Sure, they remain without physics until the dangerous driving turns into an accident. That seems likely to follow, given the circumstances.
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# ? Jun 26, 2023 22:00 |
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The only thing I don't like so far is how soft the shadows look. It looks like they need to turn shadow detail up. That being said, I'm positive a modder will fix this within a day of release so I'm not even worried about it.
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# ? Jun 26, 2023 22:10 |
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MikeJF posted:Nah, if it does what I'm (admittedly hopefully) describing then it's a clever way to emergently allow the physical arrangement of roads and vehicles to impact the rate of severe accidents without having to try to continuously live convert all of that into a less accurate statistical probability model to use for triggering accidents. Yeah genuinely I think it's a good choice and fits with all the existing "driving physics" elements that already form the basis for building smooth junctions.
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# ? Jun 26, 2023 23:33 |
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Did crashes in SC4 have an actual gameplay effect? I guess they were a visual indication of bad intersections or something?
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# ? Jun 26, 2023 23:42 |
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Man I’m getting so hype for this. Gotta keep myself grounded, but after the failure to launch that was kerbal2, I’m hanging all my video game hopes on this one.
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# ? Jun 27, 2023 01:18 |
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Koramei posted:Did crashes in SC4 have an actual gameplay effect? I guess they were a visual indication of bad intersections or something? They indicated that the road was over 100% capacity. No gameplay effect from the crashes themselves.
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# ? Jun 27, 2023 01:23 |
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Eric the Mauve posted:I'm going to be the rear end in a top hat here: simulating accidents with physics objects is a waste of so many drat CPU cycles that could be used for so many better things. Yea, don't see how this adds anything to game play. I could give less of a poo poo if the game models car accidents or not. Hopefully I can just turn it off.
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# ? Jun 27, 2023 03:24 |
Knowing what the water physics are like, I'm wondering if it will be half-baked and wacky at least. Def one of those things that will get a day 1 mod that will get triaged to become a toggle in a game menu several weeks later in a patch.
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# ? Jun 27, 2023 04:36 |
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Jyrraeth posted:Knowing what the water physics are like, I'm wondering if it will be half-baked and wacky at least. I will be unsatisfied unless the map makers at CO continue to create weird maps where Moses Effects regularly happen. Like this!
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# ? Jun 27, 2023 05:07 |
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Perhaps they're banking on it being very simple physics and car accidents not happening all that often?
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# ? Jun 27, 2023 05:50 |
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VostokProgram posted:Perhaps they're banking on it being very simple physics and car accidents not happening all that often? Better hope there's no American cities then
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# ? Jun 27, 2023 06:39 |
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Another thing of note in the trailer is that parking lots have electric car charging sections, with a limited number of chargers available. Are you going to have to perform an electric rollout, making sure that there's enough of a charging network in place, to help reduce pollution and noise? I like the socioeconomic implications of this bit: Citizen age groups have different preferences when it comes to travel comfort, time, and money spent on traveling. Parking affects all of these aspects in one way or another. Seniors prefer comfort and if there are parking spaces near their destination, they will most likely choose them regardless of the potential parking fee. Adults are most concerned about time and choose places that are along the quickest route, while teens have the least money so they choose cheap parking options, even if it means they have to walk longer distances or use other means of transportation to complete their travel. Parking choices and pathfinding cost calculations for agents can be affected by fees set for individual parking lots and buildings as well as roadside parking fees added to districts. Low or nonexistent fees encourage parking for all citizen groups while high parking fees favor wealthier citizens. Time to be socialist as gently caress GlassEye-Boy posted:Yea, don't see how this adds anything to game play. I could give less of a poo poo if the game models car accidents or not. Hopefully I can just turn it off. What it adds to gameplay is that you have to design your road network to be tolerant of interruptions, with alternate routes available, like real life. One of the issues with city planning is that poo poo happens. VostokProgram posted:Perhaps they're banking on it being very simple physics and car accidents not happening all that often? They explicitly said it's very simple physics. And like I said before, simple physics involving only a few entities isn't going to make a blip on the CPU usage. If it's a basic rigid body sim with the landscape and a few cars, then you could literally have dozens of simultaneous car crashes and still use less CPU than the ongoing water physics. They also mention that they're making sure everything is well multithreaded. The physics interaction is going to go be encapsulated so it can go run on whatever CPU is doing the least. And also all the individual agent pathfinding calculations are similarly set up as tasks that can distribute themselves amongst CPU. Skylines 1 was mainly running on a single core with only a few things able to thread. MikeJF fucked around with this message at 13:29 on Jun 27, 2023 |
# ? Jun 27, 2023 09:16 |
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Is there a concise list of which DLC's are worth getting, and which are the must-have mods? I havent really played this game since late 2018 and I'm looking to get back into it.
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# ? Jun 27, 2023 10:27 |
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Fishstick posted:Is there a concise list of which DLC's are worth getting, and which are the must-have mods? I havent really played this game since late 2018 and I'm looking to get back into it. Overcharged Egg on Youtube had a recent and relatively laconic (for a youtuber anyway) DLC review + tier list video that I largely agreed on: https://www.youtube.com/watch?v=w5JysLzntOw
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# ? Jun 27, 2023 14:20 |
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MikeJF posted:
This is done anyways as part of city design and addressed with their new traffic ai, don’t need a accident gimmick.
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# ? Jun 27, 2023 14:56 |
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I would hope that accidents would discourage removing traffic lights from busy intersections, since that worked better in CS1 than having traffic lights
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# ? Jun 27, 2023 15:21 |
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GlassEye-Boy posted:This is done anyways as part of city design and addressed with their new traffic ai, don’t need a accident gimmick. Not really. CS:1 you were generally all set if you provided one means of access via road. Now you need more options. It's also way more than a gimmick because now road maintenance and emergency services affect traffic flow. For a more complex and engaging economic model, which was highly requested and CS:2 is claiming to have, these are powerful levers where your budget/services plan can impact life in your city. Really opens the doors to some interesting decisions.
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# ? Jun 27, 2023 15:51 |
Fishstick posted:Is there a concise list of which DLC's are worth getting, and which are the must-have mods? I havent really played this game since late 2018 and I'm looking to get back into it. I'll be contrarian, here; afterdark and sunset harbor, everything else is pretty skippable. Pedestrians is pretty neat, tho. People gush up parks, industries, and colleges a lot, but it's just jamming the same couple of buildings that only real work in a grid, so it never looks particularly nice unless you really get nitty gritty with like props and stuff. Industries also are truck explosion if you don't snag some mods. The university DLC does make for a more interesting city over just plopping down university buildings in the same way you might other, base-level schools, though. Less contrarian, run realistic populations to have a pretty, realistic city. I would recommend unlocking everything if you do so, though, otherwise you need a pretty sprawling suburbia-town to meet the early tier requirements.
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# ? Jun 27, 2023 16:24 |
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All of the stuff I’ve seen from CS2 has basically made me not want to play cs1 anymore. There’s just so much good stuff that fixes bug bears I’ve had with cs1 for years.
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# ? Jun 27, 2023 16:34 |
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Yeah it actually seems like some choices are interesting now. Deathcare and w/e is a wash but maybe that might end up being more interesting as a result of all the other simulation changes as well? I never hosed with any mods for that in CS1 though, it wasn't too much of a pain in the rear end for me
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# ? Jun 27, 2023 16:38 |
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I want regional economics. That basically determines how your city will grow and its industrial/services mix irl.
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# ? Jun 27, 2023 17:35 |
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The parking/agent choice mechanism seems interesting in that you can presumably go Full Car Hell and try to recoup loads of fees, or you can just not provide parking and try to stamp out car usage altogether.
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# ? Jun 27, 2023 17:58 |
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City Planner Plays' analysis of the features is fun because sometimes he is so American city planner. Both videos so far he's concerned why there are pedestrians everywhere and not enough cars.
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# ? Jun 27, 2023 18:00 |
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Surely you could mod the weights so that everyone refuses to walk and always drives cars and every city must be 80% car parks or else the city hall gets mail bombed and call it america mode. Also you have the god given right to drive a tank on a public highway and I do not care how much it costs to fix the road afterwards.
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# ? Jun 27, 2023 18:21 |
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That would be nice. SimCity 4's traffic mod allowed you to change the settings on people's preference for driving/walking/transit.
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# ? Jun 27, 2023 18:26 |
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OwlFancier posted:Surely you could mod the weights so that everyone refuses to walk and always drives cars and every city must be 80% car parks or else the city hall gets mail bombed and call it america mode. Liberty City mode?
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# ? Jun 27, 2023 18:27 |
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MikeJF posted:What it adds to gameplay is that you have to design your road network to be tolerant of interruptions, with alternate routes available, like real life. One of the issues with city planning is that poo poo happens. Finally, time for my universal grid networks to shine
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# ? Jun 27, 2023 18:42 |
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OwlFancier posted:Surely you could mod the weights so that everyone refuses to walk and always drives cars and every city must be 80% car parks or else the city hall gets mail bombed and call it america mode. It'd be nice if they put in an advanced config screen when you can just adjust all the weights to make your own game difficulty modes.
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# ? Jun 27, 2023 18:47 |
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Has any city design game tried to model construction time etc for roadways? Or would that be a nightmare to plan
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# ? Jun 27, 2023 18:47 |
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It'd be loving awesome, actually, if work trucks and equipment would flow from a set building and take time to complete, creating traffic blocks. I'd pay for that DLC!
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# ? Jun 27, 2023 18:49 |
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Dandywalken posted:Has any city design game tried to model construction time etc for roadways? Or would that be a nightmare to plan workers and resources
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# ? Jun 27, 2023 18:53 |
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Dandywalken posted:Has any city design game tried to model construction time etc for roadways? Or would that be a nightmare to plan Workers and Resources. Edit: gently caress!
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# ? Jun 27, 2023 18:53 |
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And yes, it is! The rule is basically always build your roads at the best capacity you can foresee wanting them at, because god loving help you if you have to close a road to upgrade it to asphalt. But that's also how they get you, cos gravel is really easy to lay, just ship gravel out and bulldoze it flat, bish bosh simple as. But do not be seduced by the siren song, asphalt and electrify the hell out of everything. There is an entire phase of gameplay in W&R which is just planning out infrastructure before you actually build anything near it because trying to retrofit pipes, electrics, roads, rail etc, is such a loving nightmare when you have to source, transport and install every ounce of building material and supply the labour time to do it. Do not get me loving STARTED on trying to electrify an in-use rail network. OwlFancier fucked around with this message at 21:27 on Jun 27, 2023 |
# ? Jun 27, 2023 21:24 |
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# ? May 25, 2024 02:06 |
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Someone looked at the screen visible in one of the trailers and I guess super resolution is good at text now or something so it's possible to read a building spreadsheet. Jobs have a complexity level. The ones shown are manual, simple, complex and hitech. Above ground buildings generate noise pollution while the presumably underground one doesn't. Buildings have day, evening and night shifts. Each shift has its own probability value that does something. Addons also work like separate buildings. There's also a college, university, medical university and technical university so that bit of the DLC managed to carry over to some extent. I'm not really sure what the deal with complexity is. It seems like it's CS2's version of the education requirement metric, but it also doesn't make a whole lot of sense with the way it's distributed. With the values they have right now running a college library is the same level of complexity as mowing grass in a park, while working in a fire house's garage is manual but becomes simple at the larger version.
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# ? Jun 28, 2023 01:14 |