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The added tunnel feature is very good to help "bypass" heavy congestion and / or a lot of traffic lights by giving them a "freeway" underground if most of the traffic is going to one specific area.. I know its hard to learn and master traffic.. but its doable.. look at some real world city designs and how they deal with massive amounts of traffic and try to get an understanding how it works and "copy" it to your own cities :) It works very well.
Read the OP again: the problem isn't that the traffic is travelling in one direction, it's that it travels in one lane, cuts each other off in manners that add to congestion, all to simply diverge once they reach the point they were travelling to. Basically, most traffic is in Lane-group C, where many of them will need to merge to Lane-group B and Lane-group A to get to where they need to go, once they reach a terminus along the stretch they're travelling. The fact that they all congregate into Lane-group C when they need to merge, later on, into different Lane-groups is what the OP is addressing. Further, the OP is raising the point that, if travel requires that the vehicle must merge in order to be able to continue to its destination once it reaches the terminus of the current stretch of road, the vehicle should gradually work toward the lane it must be in, rather than shove into a huge cluster of vehicles which have no business lumping into that single lane.
I'm currently working on a 160k city where I have absolutly none of these "scenarios" due to the traffic is being merged, split, rerouted and spread out over enough space to get maximum traffic flow across the network..
Long story short.. if traffic is given enough space they will gradually lane change without slowing traffic from behind.!
If you can provide examples of how you work with the system, it might help OP to understand what to do and what not to do.
We are following the brownish van from the moment it gets of the highway
Pic 1
http://steamcommunity.com/sharedfiles/filedetails/?id=457210733
Pic 2 here it just did a delivery on the right side.. for some reason the shot didn't get saved.
http://steamcommunity.com/sharedfiles/filedetails/?id=457210779
Going from lane 5 into lane 3
Pic 3 http://steamcommunity.com/sharedfiles/filedetails/?id=457210814
Going from 3 to 1
http://steamcommunity.com/sharedfiles/filedetails/?id=457210842
Pic 4
http://steamcommunity.com/sharedfiles/filedetails/?id=457210874
And this is the stretch of road it used..
Now it shouldn't be to difficult to understand that the shorter distance the vehicle has to get into the right lane the more crazy the switching will become.
This one here is a fine example of what happens when there's not enough room to lane change.
http://steamcommunity.com/sharedfiles/filedetails/?id=444863035
Everyone is fighting for the same lane.. If the roundabout was larger they would simply merge or lane change later on..
I hope this makes some kind of sense regarding the issue. I have spent so much time figuring out how to use certain road types efficiently without doing more harm than good.
Nice. I'd love to see your full city.
Second, traffic won't use the extra lane if they don't have a reason to use said lane. They won't change out of a lane only to change back into it again. The route is pretty much set in stone once the car spawns, and rarely does the pathfinder recalculates it midtrip.
And just cause, here's an old screenie from before I reworked my industrial area:
http://s12.postimg.org/ee0xaqjks/laneusage.jpg
All 3 lanes of incoming traffic pretty much maxed out on capacity. No mods used.
Look, until they can develop an acceptable fix to this issue, here's a dirty trick that I found on YouTube: https://www.youtube.com/watch?v=Ysr0w4PzARc
That's just one out of several helpful guides that I've looked at online. Here's a few more for studying traffic behavior in general in-depth:
https://www.youtube.com/watch?v=3kPeat9GGMw
http://steamcommunity.com/sharedfiles/filedetails/?id=410236188
I also have a few tips of my own that I posted in the comments sections of both links. They go into further depth on how traffic could be potentially manipulated, since they all tend to have pretty predictable behaviors (go to work, go shopping, go home, drop off goods, pick up goods, etc.).
I think the issue is that while in most city builders the cars in the streets are simply a visual representation of a traffic congestion calculated at each road/intersection in CS they try, to a certain extent, actually simulate the cars individually which naturaly creates believable traffic patterns. This however creates a new set of mentioned problems as it is not a viable option, performance wise, to make a real time path finding calculations for each individual vehicle. I can understand that. Still I believe that some tweaking of the existing system might be sufficient to reduce these issues, maybe not in the exact ways I suggested earlier though.
It seems to me that when a route for a vehicle is being calculated it does not take into an account the current traffic situation and a "optimal" route a is selected. The problem is, that while in theory the selected route might be optimal for each individual vehicle, when it's all put together it creates mentioned situations (all vehicles following their "optimal" routes, determined by the same algorithm, trying all to merge into one lane). It seems to me that some form of controlled randomnes would solve the issue.
For example when a new vehicle is spawned and a calculated route takes it through a multilane road the vehicle should make some "random" variations in which lane it would take, biased towards the direction of where it needs to go. By "random" I mean some combination of randomized behavior and perhaps also a check of the other vehicles taking also this road and selecting a lane that is least used and still in the correct direction. With such trick there would be no real time calculations needed and yet the situations when all the traffic is stacking up into a single lane could be reduced significantly.
Now I'm not saying that I know all the answers right from the top of my head but it seems to me like a resonable tweak that should not be very hard to implement.
Also from reading the forum link I see that there are more people who point out these issues so hopefully devs might do some tweaking in this area.
The pathfinder does take traffic into account:
Also from the same link:
Like I posted earlier, the devs have already tried out a similar tactic. All it effectively did was just swap a jams length with width. So now your turning traffic is blocking your straight through traffic because they can't get into the turn lane. In addition, the more randomness added, the harder traffic becomes to predict, and therefore, the harder it is to manage. Surely you'd want it easier to manage?
There are a lot of us who don't see it as a major issue, and therefore, we don't post about it. Why would we? Traffic is easily manipulated to use all lanes if you take the time to understand it. Also, I'll have to hunt down the link, I also beleive the devs have stated they're not going to change traffic at this time.
I did for fun and for testing purposes make an 18 lane toll plaza.. highway splits into 9 lanes in each directions and the ai does infact (not perfect or completly equal) spread out traffic through all lanes and merging on the other side without any problems.
Im really not sure how the devs should tweak the way cars interact on the roads when its already possible to avoid most of these problems by intelligent road planning and layout. I still advice you to take a look at the mod "traffic report tool" it show the exact route of a car.. and then use that informations to minimize these annoying situations. You will see in time that most if not all the traffic issues and problems are quite easy to get rid of.
Also traffic manager for arrow changing is quite useful.. but not really needed as the traffic will make the most use of a good well planned road network.