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Secondly, regarding Traffic Manager and Traffic++ compatibility:
I've been running both at the same time since TM was released. I have absolutely no bugs, my previous save which had Traffic++ in it was working perfectly after installing TM (without using Ghost Mode, I mean full Traffic++ functionality). Moreover, almost all TM functions work correctly, except for the Lane Changer. I have TM timed traffic lights set up on T++ bus ways, I have priority signs on almost every intersection without lights. It all works perfectly well together.
So, people. Back up your saves and try to run them together. It works for me (along with 50+ other installed mods), no reason why it won't for others.
And again, @jfarias, thank you!
IMHO dev sequence should be something like:
1. road types
2. lane customiser
3. lane changer ("intersection routing" might be less ambiguous?)
4. lane prioritisation (like in Traffic Manager, but perhaps with country-agnostic UI?)
5. traffic lights manager (mix of Toggle Traffic Lights + Traffic Manager mods)
[1] Road Types:
IMHO we need clarity on the road types (surfaces and foundations) first, as they ultimately determine what speed and types of traffic (and thus lane types) they provide.
Single lane (currently only used for pedestrian footpaths):
- pedestrian only, no vehicles
- surfaces: gravel (7 kmph?), light concrete (10 kmph?)
Two lane (small roads):
- surfaces: better gravel (10 kmph?), strong concrete (15 kmph), tarmac (40 kmph)
- a bus lane would just be a 2 lane road with lanes customised to "bus only"
(the existing bus road would be reatained for ease of use and backwards compatibility)
Avenue (4 lane):
- surfaces: tarmac (50 kmph)
- must always be bi-directional (it's really the whole point of avenues?)
6 lane:
- surfaces: strong tarmac (60kmph)
Highway/Motorway (incl. their on/offramps):
- surfaces: heavily reinforced tarmac (100 kmph)
- always one-way, same direction for all lanes
Each road type (surface) will have a relevant visualisation, define max speed and (where applicable) limit what the lanes can be used for. The road type also determines cost to build, and cost to maintain.
[2] Lane Types (lane customiser):
Once we're clear on road types, then we get down to what lanes can be used for (and work out some matrix of road type vs. applicable lane types):
- Pedestrian only
- Bus only [red lanes]
- Service (bus, van/truck [no lorries], dumpster, hearse) [darkish green lanes?]
- Cargo only (van, truck, lorry) [ideal for cargo terminals] [darkish blue lanes?]
- Normal (any traffic) [slightly darker than default road grey, but not black]
(The default road grey is too light IMHO and needs to be a bit darker, but not black like the road colour changer mod. It could be that 6 lane roads are a bit darker than 2 and 4 lane roads, and highway would be the darkest of the lot?).
[3] Intersection Routing
I can't route a cargo only lane to a bus only lane, the UI should prevent that type of scenaro (it would try and find best fit when routing).
[4] Lane prioritisation
This will need to take in to account the lane routing (which in turn takes in to account the lane types).
[5] Traffic Lights
Ability to toggle whether an intersection has traffic lights, and then ability to sequence traffic lights at that intersection in conjunction with traffic lights at nearby intersections. *brain melts*
1 lane dirt track (pedestrian only, 4 kmph)
2 lane dirt track (service vehicles, 6 kmph)
There's possibly some other types relevant to rural, leafy suburb, waterfront, etc. For example: Cobbled roads, wooden promenades, etc. There could be special road types for waterfront promenades (rather than needing roadside ploppables like current attempts to facilitate this type of thing).
On further thinking it probably needs some sort of matrix like:
Surface
+ Num lanes
+ Siding (none [eg. footpaths], parking, grass, trees...)
+ Pavement
+ Outer border (none, ruined, gravel, walled...)
Needs more ponderance obviously. But seeing as Traffic++ is bringing new road types to the game I think it's important to clarify these things, as likely more roads will be added in future and it would be nice is there was a consistent way to describe them.
The future looks bright, thank you for this mod!
Would also be nice if there was some way to propagate a lane customisation on to adjacent roads, maybe some sort of "copy and paste" type thing - so I can click a road to copy it's customisations and then apply those customisations to any other road of same surface & lanes.
When customising a lane, the customisation should propagate to all connected roads up to the next intersection - eg. so I can add a bus lane on one stretch of 6-lane, and all connected 6-lane's will get the customisation until it reaches an intersection.
It will be nice if you can post your suggestions there: http://www.tricider.com/brainstorming/3H2pYDGYg2F
This will be easier for all of us to track existing suggestions and vote for the best.
@alonroz Thanks for letting us know. I haven't actually tried it but the author says it isn't compatible in the description of the mod.
@aubergine18 That's a lot of suggestions. You should use the link Lexus gave above (thank you Lexus) to vote on and add suggestions so that they can be discussed by everyone. By the way, you can edit posts ;)