Cities: Skylines

Cities: Skylines

View Stats:
W3Ry Apr 10, 2016 @ 6:10am
Cars floating arround
Hi guys,

thanks to a Moderator closing the old topic (gravedigging a topic for a problem that is not solved???), i have to make a new one.

My problem is, that a metro station seems to spawn cars that do not use roads afterwards. They float around the map to a certain point where they just begin their journey back to that metro station. Thanks to some help in the old thread, I tried several things as creating new bus lines, building taxi stands, building parking lots (which are not being used at all), but nothing seems to help.

To make things worse, those taxis that are supposed to collect customers at that metro station will immediately begin to float as well after using the roads correctly just before that.

If you got any idea, please let me know.

Regards,
Wery

http://steamcommunity.com/sharedfiles/filedetails/?id=662769642
http://steamcommunity.com/sharedfiles/filedetails/?id=662769606
http://steamcommunity.com/sharedfiles/filedetails/?id=662872443
http://steamcommunity.com/sharedfiles/filedetails/?id=662872470
Last edited by W3Ry; Apr 10, 2016 @ 6:15am
< >
Showing 1-7 of 7 comments
W3Ry Apr 10, 2016 @ 6:55am 
Sorry for double posting, but I am seeing this behaviour to lesser extent on other spots too. This car just came right out of the parking lot to get to the stadium on the right. I have no clue why the pedestrian is not just going there by foot. He will float to the border of the map now.
Taxis are spawning out of the parking lot too.
http://steamcommunity.com/sharedfiles/filedetails/?id=662896175
Last edited by W3Ry; Apr 10, 2016 @ 6:59am
Streeto Apr 10, 2016 @ 7:40am 
I see this a lot in my city and I don't think it's just connected to stations, most times I see the floating cars they're not even close to a station.
OneJasonBradly Apr 10, 2016 @ 8:07am 
Floating cars.

I have been trying to rid my city of these for a while now. In “most” cases I can get rid of them.
This is what I do.

I follow a flying car to where they park their flying car. Then follow the driver back to the point where they pull out the pocket car or step into a car waiting there for them to fly away again. At that spot where they get into the car is the spot to work on. It is a path disconnect I think so rebuild the road or upgrade it then upgrade it back to what you had. I find that this issue happens often at the point where a “pedestrian path” touches a road , street, park or another walking path . In this case remove and re-do walking path.

I had one case where I could not stop the issue till I removed the walking path and replaced it with an elevated one that went over a certain road, I guess in this case they would rather fly car then use the crosswalk. In almost all cases if you look at where they are intending to go, it is nowhere near the direction they head off in. Which is leading to believe that I have a mod issue. I hope it’s not Network Extensions Project mod.

In the end, am I making a difference? Sometimes…most times. I don’t notice floating cars at most of the spots I repaired , but I am finding new floating spawn spots. I’m hoping these new spots where always there and I just have an eye for them now. Well we will see.

W3Ry Apr 10, 2016 @ 8:33am 
Interesting. I use the Network Extensions Mod too, however I am noticing this behaviour on vanilla roads as well. While the metro station is next to a Small 4 Lane Road of Network Extensions, the parking lot in my 2nd example is next to a normal small road.

My newest idea is, that those floating cars have to do with missing parking spots in tourist buildings. So I created a custom 4x1 parking spot in certain areas, but I did not yet see any changing behaviour. I did notice though, that the floating cars fly to a public parking spot, park their car and get into the metro again (and pull back out their car on arrival) .

update: you were right regarding an upgrade of the road to fix the issue - maybe it really is a problem of the Network Extensions Mod... :/
Last edited by W3Ry; Apr 10, 2016 @ 8:55am
ackvelina Apr 11, 2016 @ 5:53am 
My game is completely mod and asset free (only ad and sf), and i have it too on both my active maps. One temperate map about 40 k cims, and one new snow map with only 9 k residents.

I wish i had a video of it, it looks kind of hillarious with groups of slow roaming cars in the woods, with the sounds of the nearby zoo in the background:)
ackvelina Apr 11, 2016 @ 9:38am 
As some of you suggested, i followed some of my roamers for a while, it seemed to be some individual cims stuck in a loop. I managed to break the loop by changing the road/path a little where they changed to their cars. most where helped by just upgrading the road to something without road parking. Unfortunately i just found more roamers, going to the same place i just fixed, so now i'm fresh out of ideas......

on the good side, I found a cim named William Wright.
OneJasonBradly Apr 11, 2016 @ 9:44am 
Originally posted by ackvelina:
My game is completely mod and asset free (only ad and sf), and i have it too on both my active maps. One temperate map about 40 k cims, and one new snow map with only 9 k residents.

I wish i had a video of it, it looks kind of hillarious with groups of slow roaming cars in the woods, with the sounds of the nearby zoo in the background:)

Thank you for the post, I was hoping it was not one of my favourite mods

Last night I viewed what could be called a “cloud or swarm” of twenty or so vehicles flying slowly over the river through the forest. They were traveling from a train station up in mountainous area to a station that’s across the river that I had made sunken. They take the train from the sunken station to the mountain station then “slow swarm fly” back to the sunken station, pocket park their cars and do it all again. This area has yet to hold a repair. That is simply upgrading or rebuilding road only works till I load up the city again. Most of the other “cracks”(path disconnects) have been repaired. Most by removing and replacing road and or walking path. In one case I had to elevate pathway(before mentioned).Another case at a dead-end street with a walking path leading away from the dead end street. Replacing the road, upgrading it or doing the same for the pathway had “some” affect. But it wasn’t till I gave them a 3x1 parking strip near the dead end that they stop flying away.

I love that “Fine Road Heights”, new terraforming tools and canals are now built into the game. Though I think that this may have something to do with it.

Let's hope that they can get the iron hot enough to iron all the latest wrinkles.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Apr 10, 2016 @ 6:10am
Posts: 7