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RadioDog
May 31, 2005

SynthOrange posted:

Dammit I just realized that the four lane roads were causing a lot of my traffic issues. The divider in the middle prevents traffic from buildings on the sides from going in the wrong direction so they have to go all the way to the end of the road. With a six or two lane road, they can just cross and be on their way!

Now that I'm paying attention to these things, probably 75% of the roads where I live are 5 lanes, or 4 lanes with a left turn lane in the middle. Not sure what that would buy you vs. using 6 lanes, but it could replace the seemingly useless 4 lane. I also didn't like the way merging one ways (like ramps) into the game's 4 lane causes a traffic light, but I guess there must be a logic to it.

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RadioDog
May 31, 2005

Brightman posted:

One of them reposted the Los Santos save and that has a dependency of using another mod, so they're sorta already on their way.



Seeing as how Simtropolis has the Extended Road Upgrade mod on it with a link back to the original workshop page I don't really see why someone couldn't just grab them, put them on the workshop, and link back to the Simtropolis page in the description. Or don't do that last part because gently caress them.

Just dipping my toes in that forum and I see people asking for the mods/assets to be stripped from steam and posted on their site because they don't want to use steam --- ?

RadioDog
May 31, 2005

Duck and burger posted:

:drat: Didn't know it was that simple!



Wow, rude.

I love it - the Goofus/Gallant posts of the SA forums.


euphronius posted:

I "organically" build neighborhoods by roleplaying a contentious city council. When neighborhoods are built they are usually fused grid. Then I role play the state transportation dept coming in a building roads with no real relation to anything the locals want. This creates realistic looking cities.

Wow! Googling "fused grid" was exactly what I was looking for.

RadioDog
May 31, 2005

Bad Caller posted:

I don't plan things out in advance, the way I play is I unlock all 25 tiles, build a bunch of small towns, then grow them organically into each other into a mega city with outlying towns. It makes traffic surprisingly easier because you start with a bunch of access points, and it doesn't make weird planned circles.

So for this small town plan - is there any way to tell how much capacity/use a particular power grid has? Or do you just run pylons all over the place (seems like a good solution, since that's about how it's done here in the real world)?

RadioDog
May 31, 2005
Can you delete your installed mods by just finding the directory they're saved in? Or do you have to unsubscribe to each ... and ... every ... one.

RadioDog
May 31, 2005
So is there currently a mod that would allow me to put stop signs only on certain roads in an intersection and not all of them? I'm seeing several traffic mods (and have the stoplight toggle one, but it's all or none).

RadioDog
May 31, 2005

Tunzie posted:

I've not had low residential demand go away, but apparently it will push people from low into high if the rents on the low residential get too high. I've been adding some parks and making sure other services are around until I start getting the 'too high rent' prompts, and I've been able to keep a good amount of medium and high residential property filled up.

Not nearly as much medium/high as low, of course.

This makes me realize the HD low rent buildings going abandoned are probably people "moving up" into cheaper med/low density due to me overbuilding - mostly tiny row homes, i.e. 1x3 or 1x4, that I cram everywhere now. I probably have a lot more control over this than I thought. I wasn't a big CS1 player.

For specs - 3600/2060 Super, 1920x1080 and not feeling any slowdowns approaching a 50K city (have made recom adjustments).

Running into the garbage problem with 2 landfills and 2 incinerators, but I'm starting to think I'm actually importing trash from other cities now, I see it listed a cargo in my import stations. Can't find any way to stop that though.

RadioDog fucked around with this message at 21:58 on Oct 28, 2023

RadioDog
May 31, 2005

piratepilates posted:

If you want a real-world example of a highway suddenly terminating to a city street, check out Allen Road in Toronto, where we started building a highway, the next government in power said "gently caress that", and they just terminated the project early with a road connection.

I love that if you zoom down to street view it's just a really really long line of cars coming off. No surprises!

RadioDog
May 31, 2005


Bus driver strike? This is funny one, but it's killing my city and reloading doesn't fix it. It won't let me move the station either. And there's no way I'm deleting that bus station and rebuilding all those lines.

RadioDog
May 31, 2005
In an effort to alleviate the crisis, I of course started building additional depots and adding busses to the lines, hoping it would somehow break free.


Now a not-insignificant part of my populace appears to be trapped on a bus.


People have started to converge on the bus station, either in solidarity with their trapped colleagues, or perhaps to demand I release their captive family members.

RadioDog
May 31, 2005

Cygni posted:

Is the issue those busses trying to exit? Can you add a stoplight with the ped crossing tool?

I just ended up deleting the road. It despawned everything immediately, and dropped all the passengers on the street so for a minute or so my city dropped to a crawl.

It is pretty fun once you get a city built up and stable just watching the traffic cycle through. Is it just me or does movement actually slow down, the bigger your city gets. And not just low fps stutter slow like I'd expect but like slow motion slow, so I have to use the >>> to get things moving normal speed again?

They get the rough edges smoothed out this could be really fun. Watching at night I think I saw all the lights brown out in my city - I don't know if that's a thing or a glitch.

RadioDog
May 31, 2005

quote:

We are also working on the performance not only because it's necessary for the console release but also for PC platforms to allow the creation of huge cities.

Why do I get the feeling only one of these is true?

RadioDog
May 31, 2005
I've seen different. I've started making all my schools have dead end loading roads because 1) there doesn't appear to be any real loading/unloading at schools and 2) although it looks good everybody driving down the 4 lane in front of the school would inexplicably turn onto the 2 lane alley-loader backing up traffic, and I could never figure out why, or prevent it. Only making it a dead end stopped it. Same with the dirt roads I'd put at farms, even though there's a six lane into the city cars would line up on the dirt road if it at all connected to the city, even if it was longer.

Here's one...



That said, the farms do turn out nice (when there's not bumper to bumper traffic on them). I wish the fields had more variety though.

RadioDog fucked around with this message at 20:18 on Nov 14, 2023

RadioDog
May 31, 2005

Martian posted:



An endless line of cars that for some reason insist on entering the bus station on the left only to drive around it and immediately exit on the right, instead of using the perfectly good road right in front of them. Entering is extremely slow, causing a huge traffic jam. Is this the new pathfinding at work?

Moving the bus station a bit to the left didn't fix it, but moving it back almost a cell from the road did for some reason.

That's exactly what they're doing in the school pic I posted earlier. I've been digging into it and it looks like you have a jam that the system never cleared (or it keeps being reset by new cars entering the jam), I can still see the icon for yours. I was able to load an older save and see the jam there, just like yours. Once you get the jam cleared they go straight again. I started by just deleting a piece of the big road and rebuilding it.

This is the old save with the jam icon still showing. I've seen this over and over.



I'm starting to lose track of the traffic issues that I'm resolving by deleting and rebuilding segments of road.

RadioDog fucked around with this message at 00:08 on Nov 18, 2023

RadioDog
May 31, 2005

Anime Store Adventure posted:

The dogs feature is one of those things that just blows my mind. Why are dogs at all a population? Why are they their own thing? Why not just randomly spawn a dog with some percentage of walking citizens sometimes? I like that they added them but what’s the value in simming them more than essentially a pedestrian’s “accessory?”

There’s a lot that feels like it fails because of “no having enough time in the oven,” but then there’s just a wellspring of stuff that’s frustratingly confusing to have even designed in, or is so absolutely broken that it feels like there’s no clear design document that sets out what that system was supposed to look like. For example, I have a pretty sizeable city with good mail coverage and one sorting facility. The post offices are busy, but not overfilled, and there’s probably half a dozen or so. They store a lot of mail, though, which is what prompted me to want to build the sort facility.

Heres the thing - the sort facility is almost entirely idle. (Mind you a few patches back it was completely broken, besides.) I don’t know what kicks it off and sends a truck to fetch I sorted mail. I don’t know when it decides to send sorted mail. I don’t know why my post offices retain mail when they can send out more trucks. My guess is that what happens is it’s sort of like any other good - places have a demand for it and it’s been over generated so that there’s always some deliver. But that’s not how mail works! The post office doesn’t hold onto my next 3 Amazon packages until I decide I “need” mail and then send me one. Because it doesn’t work intuitively and there’s no real tools to affect change or even really understand what the post offices are doing, I’m just left with “I guess I don’t understand the feature and everything seems okay, trucks are out running, it’s fine?” I don’t know when to build new post offices, necessarily, unless something breaks badly. I had no idea that I didn’t need sorting, and I don’t know when it would become relevant. I don’t know if these are bugs or working as intended.

I use mail as an example but there’s numerous systems that fall into this weird state of not being clear enough to even know if there’s a bug or if it’s just a half baked system. Meanwhile we’ve got a Dog Specialist making sure people have accurately simulated dog lifecycles and dog travel and the dogs have a name and, and, and. Why???

My guess is all this fits into the larger picture mentioned in one of those videos - they wanted to connect CS2 to their life sim game.

RadioDog
May 31, 2005
I didn't really consider it a preorder though - I waited, watched a bunch of youtubers play it, read these forums ... and it looked ok, at first ... ultimately I should have just held off *longer*.

RadioDog
May 31, 2005

Dwesa posted:

Yeah, I appreciate it, but so far they've not done enough for me to consider buying the game.

CS2 CEO posted:

Only time will tell if this is enough to turn things around.

Yeah, at this point I'd be holding off pretty easily.

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RadioDog
May 31, 2005

lagidnam posted:

The Beach Properties DLC looks bad...

No kidding. Four new trees that really don't belong on any current map, a bunch of non-beachy looking housing models that repeat or look like recolors, and bugs that haven't been fixed. It really feels like they were and are planning on modders to fix this for them.

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