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What you are most likely experiencing is a feature with traffic that when a vehicle has stayed on the map beyond it's timer allowance it is forced to despawn at the next time it stops for any reason. This feature would help greatly to those struggling with traffic. I use the "No Despawn" mod so there is no way for them to despawn and must make it to their destination before they are allowed to do so.
At the end of writing this reply my flow dropped to 58% and population is now starting to fall below 80k due to services having issue serving the addresses needing their help.
I would conclude Mass transit does work to reduce the amount of vehicles used on the map. Thus so does the time limit handicap placed on vehicles in the vanilla game help to reduce vehicles too.
Well, Lazarus is certainly free to play any way he pleases. Or make up his own mind I'm sure. Just so happens that transit makes one hell of a difference "the way I play". Not much of a "trick" really. All it actually takes is find a way that works well and go with it.
If that offends your very delicate idea of fair play I suggest you find an alternative means of gratifying your needs.
Ok maybe I should use the no despawn mod. Have you tested it while having this mod disabled? Also going to give it some more time, maybe I should give it 30 in game day cycles. Thanks for your reply
In a 500k city, removing all public transport lines in a city well covered with them increased the number of vehicles by a couple of thousands, and reduced traffic % from 77%-78% to 72%-73%.
Now, in a real life, if 100k people suddenly had to drive - assuming all of them had cars to begin with - then you would likely indeed see massive increase in traffic congestion.
But this is not real life. It is a game with many limits, including a 16k vehicle limit and 64k citizen instances limit.
Plus pocket/magic vehicles mitigate traffic issues a lot - disable spawning via TM:PE and you will find that you do not need to disable public transit to make your traffic % go down, real real quick.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3014583016
Overtime as the incoming demand is not able to be fulfilled by pedestrians, the cims will wip out their pocket cars and get on the road. Observing the traffic flow % may not be the best indicator of this test.
You could observe how many vehicles are in the game before and after.
The PT lines also show the "%" of vehicle trips saved or something like that. There's already a base calculation to display how effective the PT line is at saving vehicle traffic (at least to the end destination, perhaps not to the beginning of the line itself).
Certainly having and not having PT will have impacts. How you have your road infrastructure setup will determine how many of the total vehicles on the map are traveling at the speed limit of the roadways they are on (flow %)