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Yeah, TMPE only controls how traffic flow, but it has no effect on anything else, especially with the despawning feature. That was more likely added for those of us who like the challenge of strategically planning the road system to work flawlessly. At least that's what I take it to do. lol
Happy city building everyone!
About the behavior: That's how I always interpreted it.
But I didn't know that the time span doesn't come from TM:PE at all, but is “build in” :-)
That's an in-game feature that was never actually controllable. Vanilla just determines how long the vehicle has been traveling.
So, if it (the vehicle) was like stuck at a traffic light for too long, or there was a slight slow down at an intersection, or anything that would slow down that particular vehicle's travel time, then that vehicle will just automatically despawn according to vanilla standards. Even if your map is large, and you have a service that's trying to travel from one end of it to another, then even on that case sometimes depending on your junction outcome(s), it may despawn because vanilla calculated that the travel time was too long.
Be sure to have access to / extend your highway within / around the city so vehicles can use it to avoid long travel times. Intercity travel will most certainly take FOREVER to get from one end of the map to the other, especially on large scaled ones.
Happy city building everyone!
Is it possible to set the timelimt before a vehicles despawn?
In my case, vehicles sometimes don't even make it from one end of the map to the other :-)
It adds everything from timed traffic lights, to adjusting lane speeds, junctions, how the lanes/traffic flows, traffic despawning feature traffic (which SEVERLY increases difficulty of traffic management, best part! 😁) all while making parking an actual functionality, primarily. Be sure to have parking available for it to be effective.
It's actually way too much to explain, so you would have to just go in and see it for yourself. I have a few links in my profile to sort of show what you can do, but it is still more of a trial and error type thing if you are a first time user. Here's a link from YouTube (one of a few) that can explain what to do. Then you just take it from there.
https://www.youtube.com/watch?v=0RAJmhy9AAc
Happy city building everyone!
Simulation error: Object reference not set to an instance of an object
at TrafficManager.Lifecycle.ThreadingExtension.OnBeforeSimulationFrame ()
at ThreadingWrapper.OnBeforeSimulationFrame ()
at SimulationManager.SimulationStep ()
at SimulationManager.SimulationThread () [Core]
Is there any connection or is this completely seperate problem?
If not downloaded then close game and try unsubscribing and subsrcibing again or instead of this, use Stable version from link above. Both versions are currently exactly the same.
I'll update the mod, with other small improvements later today or tomorrow.
Does it work:??
„I'm slowly working on Timed Traffic Lights that allows setting separate signal for each lane if needed,…“ ???
- fixed issues with the Bank vans not recognized correctly in certain situations
I'm slowly working on Timed Traffic Lights that allows setting separate signal for each lane if needed, so once implemented, improvements to Traffic lights props will have much more sense.
Anyways it can already be faked with multiple props with a bit of modding but not without performance hit, which in some situation is already pretty big.
Make sure that Steam client downloaded the update before you complain it's not compatible!
more appear, while the older ones are gone.
or no stuck citizens are found even though there was a few just seconds ago.
@Splifsend thanks, I'll try to find some time for investigation