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Perhaps also being able to ban lane changes at certain node points could help.
And, finally, being able to build ramps at a narrow angle would be helpful combined with the abilith to control lane directions at intersections.
Perhaps also having left turning traffic yield to oncoming traffic as an option, too. The way traffic currently works slows things down far more than one might expect compared to traffic norms at least in North America.
My problem, at core, is not the fact that jams form, but rather the lack of efficient tools to at least compensate or aleviate for these. Having city-centre congested: yeah, that's going to happen, especially if the "city centre" is a merger of three formerly separate towns. But having traffic jams in places I've clearly solved and improved, seeing my highways either jammed because idiotic exit A.I., or seeing them not being used at all despite there being insane traffic on the ground that should benefit from them - that is frustrating beyond measure.
As I said: I think at least two basic changes would make a world of difference.
Option to ban left turn at certain junctions, and cars prioritizing highways when available.
Much more could be done, but at least these two seem to be easily implemented and would fix about 60% of our problems.
https://steamcommunity.com/sharedfiles/filedetails/?id=2288894846
So I'm trying to focus on what can be done realistically without major effect of performance. The A.I. and pathfinding is weak - sure. But at least for now, I think the question should always be "How to manage that" rather than how to completely rewrite it.
So far, having option to adjust vehicle spawning frequency (e.g. civil traffic density), adjust de-spawn timers and conditions (make vehicles stuck in a jam despawn faster), increase priority of highway-class roads when path-finding, and most importantly, giving player the tools to ban left/right turns at junctions seem like the least hardware and general work-load work-arounds.
I was also wondering if the lack of zipping ability could be compensated by adjustments to colision boxes. The vehicles are already allowed to clip into each other at junctions to a degree. But I am not sure if that is a viable option.
Well see the trouble with that is; If I add a bus lane (which I actually removed) they stay on the tram track. And I was trying to keep them off of that, and out of the way of the trams. But that lane dose have turning both ways. So I don't see why they have to do that. It's just the 'Artificial Idiot' path finding that was a lot better in TF1, and somehow it was made worse in TF2.