Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=583429740
which can help I suppose, but it will impact performance.
The point is, if you zone your city and lay your roads in such a way that the traffic all wants to use a particular road, multiple lanes won't solve the basic problem. You can have a long single lane queue, or you can have a short six-lane queue if the AI understood overtaking. Either way you have a jam, and not because the AI is awful.
I'm already using a traffic manager mod, probably an older version of the one you linked.
And it's not an issue of the road layout. For example you can have a highway and even cars that don't need to leave the highway pile up in the queue instead of switching to one of the free lanes to their left. You basically propose to build traffic in a way that you don't need mutli lane roads.
I don't understand what the problem to get this fixed is. I assume the programm knows the queue on the lane and each car it's destination. Both information together would already give the required information to trigger cars that don't need to exit the next node of the traffic network but are stuck in the queue should switch to the next lane?
Well I can build a highway that will work the way you say. But I can also build a highway that doesn't.
I don't propose to build networks that don't need multi-lane roads, but the keyword right there is need. A six-lane road that ends at a T-intersection? Center lane won't get used. A six-lane with no exits to the left? Left lane won't get used.
The only thing the basic AI doesn't understand is overtaking, and we're stuck with that, but once you realise that we are stuck with that, it's pretty easy to build multi-laned networks where most lanes get used most of the time, and all lanes get used some of the time.
The question is not whether the AI is dumb: It is. The question is whether you want to work with it, or against it.
The way the game works now, every vehicle spawns with a destination and a route to get there. At this point even the lane choices are predetermined.
In order for the game to dynamically recalculate optimum routes for thousands of individual vehicle agents, there would have to be a massive performance penalty. This game can already bring even quite highly specified machines to their knees. Put in that performance penalty (so that you don't have to play by the 'rules'), and pretty much everybody not running server-class hardware would be out in the cold.
This clip I have a huge Single lane backup that gets solved.
https://steamcommunity.com/sharedfiles/filedetails/?id=1308740009
Examine the front of these line ups examine the traffic a while there. Pay attention to lane arrows on streets. Don’t just throw down roads cause vehicles need them. The game is more involved than that. I think this is the reason people think the traffic is broken.
My profile is filled with clips that show how well traffic will travel without mod help. Perhaps I have something that can help you understand.
Yes, traffic jams are always caused by stuff at the front. However, if all the cars wait in a single lane instead of evenly spreading across three lanes, the traffic jam will be three times as long. And that causes further "unnecessary" traffic jams at intersections further back.
It would be best to avoid traffic jams at all, but if I can roughly predict the volume of "jammed" cars at rush hour and know the distance to the next intersection, I could in real life provide enough lanes to accomodate all these cars and prevent propagating the jam to other intersections. C:S takes this option from me.
So at the intersection instead of using a single lane in that direction study the intersection and use a piece that allows more lanes so that the turners have their own lane. The pieces to do this come with the base game. Use them. I have said it before, all intersections should be considered custom for they handle a specific collection of vehicles using that intersection. Figure out what they need and build it for them. Everything you need comes with the base game. Even if you are like me and enjoy large volumes of traffic driving around.
As for left turners stopping Opposing traffic get the turners to do their turns somewhere else if you can.
Traffic is like a liquid in a pipe. The bigger the diameter the pipe is the more volume of water you get for a given velocity of flow. Cars being the water, diameter being the number of lanes and volume being the number of cars. Given that there are no issues at the end of the road, no bottlenecks, the cars should try to fill all the lanes to achieve a greater volume of cars through.
For instance why can't I get two two lane hwy to join to a four lane hwy filling all the lanes. No matter what I do they choose to fill opposing lanes
The issue is, you are trying to send more cars to one spot than can handle that traffic. You have to fix that one underlying issue to fix the traffic jam.
Yes, the base AI calculates the full route based on distance at the beginning when it starts. TM:PE can help that in 2 ways.. One way is that it uses actual traffic congestion, as well as speed limits and distance to calculate the route. It also has an advanced setting for DLS that can dynamically change lanes for some traffic.
But none of that changes the fact that you have one cargo train station or that you created a short cut between two external cities right through your town.
This is one thing I see more than any other. External cities send traffic between themselves. Cars and trains (probably planes and ships too). But for sure trains and trucks and car traffic.
If you create a shorter / faster route than the current highway route that the external cities are using through your town or through your industrial area.. Then all that external city traffic will detour through your area.
If you understand electrical curciuts.. Think of it like a short circuit. If you create a short in the line.. The traffic will use it.
They do fill all lanes and it does matter because filling the lanes means they get through quicker. This clip is from 2016. it is from the map River Run(comes with the game). It is a road way connecting two highways so in fact a short cut for highway traffic wanting to get to the other highway. So lots of external traffic running on this road.
https://steamcommunity.com/sharedfiles/filedetails/?id=776084563
This clip I change from a two lane bi-directional road to a four lane and then to a six lane to find the road arrow set up that gives me a right turn only lane.
(@2:00 point in the clip) Watching the traffic in that spot notice they went from having only one lane to having three and they used all three immediately after it was built or changed!
https://steamcommunity.com/sharedfiles/filedetails/?id=1812918486
Did you notice the six lane one way road in that clip?
This clip I show "a" reason (Not the reason but one of them) why the agents or A.I. will choose a single lane to drive upon creating a single lane back up or traffic jam. From using all six lanes of the one-way to only using one lane all because I change the type of road pieces ahead of it. The road markings or arrows are important.
https://steamcommunity.com/sharedfiles/filedetails/?id=1829703708
This shows a different view of the same highway
https://steamcommunity.com/sharedfiles/filedetails/?id=1429565631
Highways, in this clip I take a three lane highway and expand it to four then five then a six lane and then back down to three lanes again along a length of it. There too they use all the lanes. Do they not?
https://steamcommunity.com/sharedfiles/filedetails/?id=1253458639
They have rules they follow and most times odd behaviour is there to bring attention to the issue.
I don't use Traffic manager though I do use Network Extension in the event you think these clip to be rigged. I use vanilla rules.
No traffic mod will fix that one exit being a bottleneck because it's by far the best way to get to a large area that needs lots of traffic.
(Please try not to conflate the two. Lots of people complaining about the former get answers about the latter.)