Cities: Skylines

Cities: Skylines

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Veel zout Feb 18, 2023 @ 8:27am
Vehicle traffic stopping for no reason
i keep having this bug and can't find a reliable way to fix it. vehicles just hard stop at an intersection, 3 or 4 cars run through fine, then another car hard stops. There's no traffic light or stop sign, and no pedestrians are stopping them. I've tried reloading the save and rebuilding the intersection but nothing seems to help. Out of desperation i put in a traffic light and the problem persists when the light is green. https://streamable.com/gnm6h1
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Showing 1-11 of 11 comments
MarkJohnson Feb 18, 2023 @ 8:47am 
Zoom into the intersection closely and look at all of the signs at the intersections.

I have heard people complain that the Move It mod can mess traffic when used.

It looks like maybe signs are on the road still. Use prop tool to bulldoze them.

Maybe post a saved game for closer inspection?

Also, multiple tiny intersections can mess with the AI behavior.
Last edited by MarkJohnson; Feb 18, 2023 @ 8:51am
MaxFX Feb 18, 2023 @ 9:02am 
The reason only a couple of cars move forward and the ones behind them stop for a moment, is because these two/three cars that move fill the short road segment (right side of the triangle between Parker Street and Dafodill street) their driving towards. When a road segment is full, cars wanting to go to that segment stop because they're not allowed to block intersections (in this case the intersection in the middle of the screen of your video.

Solution: Make the segment longer by bulldozing 'Daffodil Street'.
Last edited by MaxFX; Feb 18, 2023 @ 9:04am
OneJasonBradly Feb 18, 2023 @ 1:25pm 
MaxFx has it.
That's exactly what going on here.
I use this attribute, behaviour to control the traffic flow at the rail yard. To create better traffic zippering, weaving. Though like this (in your case) it is a little slowing. Lengthening the distance between the two nodes is the thing to do. I have a video of me exploiting this attribute to control .
https://youtu.be/ceC28nZYnVw
In the video I talk about other tricks to space vehicles too. The relevant information is how I control how many trucks enter the roadway at a time. Such as the 2x2 and 3x3 and how long the road need to be to dissipate the behaviour
Veel zout Feb 18, 2023 @ 2:12pm 
Originally posted by MarkJohnson:
Zoom into the intersection closely and look at all of the signs at the intersections.

I have heard people complain that the Move It mod can mess traffic when used.

It looks like maybe signs are on the road still. Use prop tool to bulldoze them.

Maybe post a saved game for closer inspection?

Also, multiple tiny intersections can mess with the AI behavior.
I don't have any mods enabled, pure vanilla here.



Originally posted by MaxFX:
The reason only a couple of cars move forward and the ones behind them stop for a moment, is because these two/three cars that move fill the short road segment (right side of the triangle between Parker Street and Dafodill street) their driving towards. When a road segment is full, cars wanting to go to that segment stop because they're not allowed to block intersections (in this case the intersection in the middle of the screen of your video.

Solution: Make the segment longer by bulldozing 'Daffodil Street'.

I tried bulldozing Daffodil street, but the problem persisted. Upon further inspection, i found that the game was counting cars in the intersection as part of the road section. i bulldozed the split completely, moved it further up the road, moved daffodil street further up the split, and now it works great. Thanks for the help!
MaxFX Feb 18, 2023 @ 2:13pm 
:steamthumbsup:
Lord Sauron Jul 10, 2023 @ 12:47pm 
Unfortunately this is happening a lot. There are many threads about it and most of them tends to blame 'broken mods', To my experience, when reported by experienced players, it's not caused by a mod, but by the lack of a mod. Very often, traffic is behaving illogically around t-junctions (and therefore often reported linked to highway exits). Traffic on the other side, where you would expect it to flow smoothly, behaves like there are traffic lights. while in fact there are none. It does so, because the 'incoming road' may have cars go left or right (even when you designed it in a way that they will always go the same way). The cars on the other side anticipate that traffic could cross the road, and they will stop. The behavior is almost similar to cars stopping at traffic lights. So, to my experience, you need to find a mod enabling you to control the traffic flow by preventing cars to turn left or right.
OneJasonBradly Jul 10, 2023 @ 3:43pm 
Originally posted by Lord Sauron:
Unfortunately this is happening a lot. There are many threads about it and most of them tends to blame 'broken mods', To my experience, when reported by experienced players, it's not caused by a mod, but by the lack of a mod. Very often, traffic is behaving illogically around t-junctions (and therefore often reported linked to highway exits). Traffic on the other side, where you would expect it to flow smoothly, behaves like there are traffic lights. while in fact there are none. It does so, because the 'incoming road' may have cars go left or right (even when you designed it in a way that they will always go the same way). The cars on the other side anticipate that traffic could cross the road, and they will stop. The behavior is almost similar to cars stopping at traffic lights. So, to my experience, you need to find a mod enabling you to control the traffic flow by preventing cars to turn left or right.
Umm, this had nothing to do with a T intersection physics, Max had the correct answer. Your complaint does not apply here. No traffic is not broken, never was. There limited rule that the agents act by. Learn that and you will be able to get better results in your simulations.
https://youtu.be/BLxUocz9tXQ
Lord Sauron Jul 10, 2023 @ 4:09pm 
The original video is gone, so it's well possible to I made a wrong assumption.
However, I did have a look at your video. Check the blue truck driving south (opposite direction) at 05:04. Look at the arrow in front of it. It points straight ahead and left. The fact that it can turn left is what makes the other cars stop as soon as the blue car approaches. Just use the traffic manager mod to disable the left turn, and you will see that cars are no longer stopping.
So, learn and you will be able to get better results in your simulations ;-)

Coming back to Max' solution. It contained a few remarks I'm not so sure about:

1) "because they're not allowed to block intersections"
This cannot be true. There are many videos around with cars blocking intersections in case of congestion.
Based on what I'm experiencing I would say that cars do not block intersections if the cars in the next 'segment' are waiting temporarily for something:
- traffic light
- pedestrians crossing
- giving priority to other cars

But as soon as things really get congested, also intersections get blocked by cars.

2) "Make the segment longer by bulldozing 'Daffodil Street'"
There has not been a single time that I truly solved a traffic problem by "making a segment longer". Of course, a longer segment gives more possibilities for cars to switch lanes before getting stuck, but that's it. Usually, it's only a delay until there's more traffic and things get stuck again.
Last edited by Lord Sauron; Jul 10, 2023 @ 4:22pm
MarkJohnson Jul 10, 2023 @ 4:11pm 
Originally posted by MaxFX:
The reason only a couple of cars move forward and the ones behind them stop for a moment, is because these two/three cars that move fill the short road segment (right side of the triangle between Parker Street and Dafodill street) their driving towards. When a road segment is full, cars wanting to go to that segment stop because they're not allowed to block intersections (in this case the intersection in the middle of the screen of your video.

Solution: Make the segment longer by bulldozing 'Daffodil Street'.

+1

Daffodil Street and even the other short segment at Blackwell Street will eliminate the tiny intersections.

Also, it is weird that Blackwell makes a T-Intersection all labeled Blackwell Street also? It is odd the tiny segment is called Blackwell. It should have its own label.

Same with Applegate Street at the left, but to the right of the same road it turns into Parker Street?

It looks like he just bulldozed the 4-lane road and redesigned the intersection to try and force traffic around better.

Myself, I would have just put the 4-lane roads back well, upgraded them to 6-lane roads for better flow. Then I could likely divert small amounts of traffic or matured the nearby districts to help reduce more traffic. I don't think the pedestrian traffic is enough to warrant a bridge.
OneJasonBradly Jul 10, 2023 @ 5:22pm 
Originally posted by Lord Sauron:
The original video is gone, so it's well possible to I made a wrong assumption.
However, I did have a look at your video. Check the blue truck driving south (opposite direction) at 05:04. Look at the arrow in front of it. It points straight ahead and left. The fact that it can turn left is what makes the other cars stop as soon as the blue car approaches. Just use the traffic manager mod to disable the left turn, and you will see that cars are no longer stopping.
@ 5:04 or anywhere around there, are no trucks on any road.
In this video there is no vehicles that stop (at there own will) for opposing traffic, unless by a traffic light. When there were no stops or controls all vehicles in the clip never even slowed just drive through each other.
- If traffic is not in a panicked state "involved in a traffic jam" then yes if a vehicle can-not fit on the other side of the intersection they it will pause until it can cross without blocking the intersection, not seeing other traffic that may take its spot it's waiting for.
Last edited by OneJasonBradly; Jul 10, 2023 @ 5:24pm
OneJasonBradly Jul 10, 2023 @ 5:45pm 
Originally posted by Lord Sauron:
2) "Make the segment longer by bulldozing 'Daffodil Street'"
There has not been a single time that I truly solved a traffic problem by "making a segment longer". Of course, a longer segment gives more possibilities for cars to switch lanes before getting stuck, but that's it. Usually, it's only a delay until there's more traffic and things get stuck again.
And yet the video I posted here shows that very thing.
https://youtu.be/ceC28nZYnVw
I increase and decrease the amount of vehicles between the pauses by the roads length. More than four vehicles long is steady flow rate but shrinking the segment you can adjust like I do in the clip to one at a time. Or like in the beginning two at a time.
Though in this video they don't get stuck because I fixed those issues. The video is to show this control tip or understanding.
Last edited by OneJasonBradly; Jul 10, 2023 @ 5:45pm
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Date Posted: Feb 18, 2023 @ 8:27am
Posts: 11