Cities: Skylines

Cities: Skylines

Traffic++
FretfulShrimp  [developer] 20 Apr, 2015 @ 8:14am
Current Developments
Hi everyone,

This week I hadn't that much time to dedicate to the mod and couldn't finish what I wanted to release today but I would like to show you what I'm working on that will - hopefully - be released next week.

Many of you have been asking for Lane Changer (and now Traffic Manager) compatibility/functionality and this is something I wanted to do for a long time but got delayed due to the amount of bug tracking I had to do to get the mod to a stable state. This week, I decided it was time to finally work on that and here's my developments so far:

- Lane Changer functionality
More than defining whether to go forward, left or right, I give you full freedom to decide where each lane connects. You can have any kind of configuration, in any kind of intersection, just by drawing lines. Here's two examples of an 8-way intersection: http://i.imgur.com/rhSTk2V.jpg and http://i.imgur.com/ghSgSFE.jpg
This functionality is working correctly (apart from the arrows not yet updating).

- Lane Customizer
This is what I'm currently working on. The goal is to be able to customize each lane individually with multiple settings such as the speed and the type of vehicles allowed.
As it stands, it's possible to select the lane you want to customize but there are no effects yet - http://i.imgur.com/E9Wr1Ee.jpg


I expect to have this ready by the end of the week so that I have some time to dedicate to new roads in the weekend and release all this next monday/tuesday. Wish me luck :)

Regarding the other Traffic Manager functionalities, I currently have no intention of adding timed traffic lights or priority lanes but I guess some of you would like to have that. I will hopefully get in contact with the author in the next few days to see how we can work together to have those functionalities available in Traffic++ whether by fixing incompatibility issues (which will probably be very hard) or adding it as an option.
Last edited by FretfulShrimp; 4 May, 2015 @ 6:48am
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Showing 1-15 of 45 comments
Ulfgar The Dwarf 20 Apr, 2015 @ 8:56am 
Thanks for the update, looks like Traffic++ goes in the right direction! UI solution for Lane Changer is very interesting, appreciate you try something different rather than just copying others.
Bavaria Beer 20 Apr, 2015 @ 9:22am 
Many Thanks for this fantastic work :-)
PsychoCheF 20 Apr, 2015 @ 10:16am 
THIS WILL BE SOOO AWSOME!!!
Rasha Io 20 Apr, 2015 @ 10:26am 
First of all, this sounds really awesome!
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!
DerKrieger 20 Apr, 2015 @ 11:07am 
Thanks for the Update! Also thank you @alonroz for your Report. Does the Lane changer work in vanilla roads or not at all?
leftbehind 20 Apr, 2015 @ 1:38pm 
This is looking very interesting!

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*

leftbehind 20 Apr, 2015 @ 1:44pm 
BTW, I think setting speed for individual lanes on a road is perhaps a customisation too far - it sounds unnatural, confusing and cumbersome (eg. what happens to road speed signs when a road has lanes of different speeds?)
leftbehind 20 Apr, 2015 @ 1:59pm 
Some other road surfaces to consider:

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.
DiceSlizer 20 Apr, 2015 @ 2:30pm 
These plans are superb, those upcomming features all seem like what I have been wanting regarding traffic control. I am also one of the people rooting for compatibillity with Traffic Manager and it's features, as priority roads are on my wishlist. Lastly, big props for bringing my highly esteemed speed controls to me, I can not wait to start playing around with them.

The future looks bright, thank you for this mod!
leftbehind 20 Apr, 2015 @ 2:32pm 
Sorry for the spammy comments... When customising lanes, I assume a lane will need selecting - it would be nice to show routing associated with the lane on either end as well (so you can quickly see what sorts of customisations might be decent choices before making them).

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.
leftbehind 20 Apr, 2015 @ 3:10pm 
(I should really gather my thoughts before posting *sigh*)...

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.
Ulfgar The Dwarf 21 Apr, 2015 @ 12:47am 
aubergine18,

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.
Last edited by Ulfgar The Dwarf; 21 Apr, 2015 @ 1:06am
FretfulShrimp  [developer] 21 Apr, 2015 @ 3:05am 
Thank you all for your support and feedback!

@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 ;)
leftbehind 21 Apr, 2015 @ 4:27am 
Ah, the edit button appears when hovering over a post! Been using Steam for almost a month and only just noticed this! Will post/vote ideas on the suggest site. :)
Timmiej93 21 Apr, 2015 @ 10:40am 
Wow, this is truly awesome. Thanks a lot for doing this, and don't worry about pressure from the community. It's your mod and your time. We'll keep waiting, no matter how long it takes!
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