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There are two ways of handling this in a vanilla game. You do need Mass Transit to get the 2 lane and 4 lane highways. Network Extensions 2 if you don't mind a modded game will give you 5 and 6 lane highways if those would be needed.
https://steamcommunity.com/sharedfiles/filedetails/?id=1468535169
By widening the highway before the ramp, you create a turn lane. Only traffic taking the upcoming ramp will get in that lane. The highway goes back to three lane after the exit.
https://steamcommunity.com/sharedfiles/filedetails/?id=1468535231
Instead of widening the highway before the exit ramp, you could narrow it to two lane after the exit ramp up to the entrance ramp. Again only traffic using the upcoming exit ramp will get into the turn lane.
https://steamcommunity.com/sharedfiles/filedetails/?id=1429565631
There are a few reasons for traffic to force itself into a lane. A screenshot (somewhat wide one) of the area might be helpful to give better advice.
This AI behavior is why all the cars are trying to get into the same lane as soon as they enter the highway. A left turn is ahead that all seem to want to take. The problem the OP has is not with the onramp, but with the off ramps and the traffic queue trying to use them.
You are right about my faulty assumption that the city was set up with left hand drive. There wasn't enough information for that assumption to be made.
Hope u know what I am meanig by all the things i am saying :)
Thanks
Just my 2 cents but cheers for this.
https://steamcommunity.com/sharedfiles/filedetails/?id=1469167848
Are you connecting the off/on ramps to the segments of the highway (the round circles?) If not, it will make small segments and give you short pieces of road for them to switch lanes and can cause backups. Maybe try bulldozing the highways two or three segments from the on/off ramps back. Then lay the highway again from the on/off ramp back to the highway, so there is a long full segment of road for lane switching.
Maybe add more on/off ramps along the highway for more entry/exit points.
Make sure why they are all going to this area. Check where they are com ing from and going to with the route tool.
If it's mostly freight traffic check you exports. you don't gain anything extra by exporting and can eliminate the excess freight to clear up roads.
If it's a new construction area, then it will just be busy until you finish building and after the area matures.
But everyone in the left lane is normal. It gets traffic out of the way for merging traffic. This way traffic can switch lanes without running into other cars.
1. A vehicle will determine the route it needs to take at the start of a trip.
2. The routing AI ignores traffic density and flow.
3. While traveling, a vehicle will change to the lane it needs to be in as soon as possible every time it makes a turn, regardless of existing traffic. However, it will slow down or stop to avoid other vehicles.
4. As a result, if you have a six-lane one-way road but only left-hand exits off the road, traffic will insist on using the far left lane ONLY.
Thus, the best way to use wider roads is give traffic a reason to use every lane. Which means that roads should widen as traffic merges on and narrow as it merges off. Here's an example of the latter:
https://steamcommunity.com/sharedfiles/filedetails/?id=1469294201
With this setup, traffic will use the left two lanes of the 6-lane one-way to turn left at the first intersection, the middle two lanes to pass through the first intersection and turn left at the second from the left two lanes of the 4-lane one-way road, and the right two lanes to go straight.
I get the idea behind this, but it doesn't work exactly how you think it'd work in game. First reason being is that when a roadway gets a new lane added to it, it gets added to the left side (assuming they drive on the right side of the road) 4-lane highway into 6-lane one way is the only exception (that I know of) and even then it still follows that rule to a degree as lanes #1 and #3(left lanes if you split the 4-lane down the middle) split into the new lanes.
Secondly, any highway grade segment that "merges" onto any other segment, street or highway, they turn onto the closest lane they can. This is the part of what kristofburger was refering to earlier. They do this even if they should be able to turn onto the next closest lane. This means multi-lane onramps won't work as expected either.
Examples: https://imgur.com/a/p1bsV6L
First image: a 2-lane road turning onto a 4-lane highway
Second: 2-lane highway turning onto a 4-lane highway
Third: single lane highway ramp onto 4-lane highway
As you can see the highway grade pieces cause traffic to change lanes after joining the highway, even it would've been possible to get into their desired lane to begin with. Make sense when you think about it. You merge one lane at a time instead of just divebombing across lanes.
In addition, highways already have dedicated exit lanes programmed in, even if the lane markings say they can go straight. ( Given that it can be assumed that players will mimic real life and keep offramps on the same side, and also given that Cims pick lanes early, if it wasn't programmed like this the left lanes of highways would receive little, if any, traffic. All the traffic would be concentrated in the rightmost lane which gives access to offramps. This "lane fuzzing" is the second part of what kristofburger was talking about.
This lane fuzzing results in more traffic using the left lanes, even if there are no offramps on the left side. Which of the left lanes used is roughly dependent on how many exits are between where traffic gets on and where they want to get off. Generally more exits between extry and exit means it's more likely they'll use the far left; less exits mean more towards middle lane.
Taking all this into account, it means that while your suggestion isn't bad, it can create a few traffic issues down the line.
Here's why: https://imgur.com/a/IAOS17W
Top image is essentially what you've suggested. Left input lane ends up splitting into both the left and middle lanes of the output. Middle input ends up being the right lane of output, and the right lane of input exits. So you effectively only have 2 dedicated through lanes despite having a 4 lane section, due to this lane shifting effect. Put several of these in a row and you basically only get 1 through lane overall, as the other lanes will eventually turn into exit lanes. Good for if you want to draw traffic into the left lane, bad if you want to draw traffic away from the left. However, unless you're dealing with an insane amount of traffic, this shouldn't hurt that badly. Still, this design makes traffic control harder, and can cause traffic jams nowhere near it.
Bottom image is functionally what you want. All 3 lanes retain their status as they go through. Left lane splits onto the exit lane, while the onramp stays its own dedicated lane. OneJasonBradly's video has some variants of this format.
TL;DR: The leftmost lane, not rightmost, splits into extra lanes on a roadway, and traffic tends to pile up in the left lane as they drive along a highway.
Anyways, back to the topic. Falafel MAN, I assume your issue is something like this?: https://imgur.com/a/YEgxdAF
If so, my suggestion would be combining offramps to reduce the total number of exits, as well as helping to reduce weaving due to the extra space between exits. Basically try for a variant of a local/express lane setup, like this: https://imgur.com/a/oUW5Vy2
Multi-lane exits are also a possibility, but builder beware as they can cause more traffic if lane shifting isn't properly taken into account.
(Yeah, after that wall of text my advice to OP is to make less offramps. ¯\_(ツ)_/¯ Someone's gotta find this info useful at least.)
https://steamcommunity.com/sharedfiles/filedetails/?id=1308740009