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Also, spotted a weird lane direction arrow - will post screenshots later.
There's no visualisation of what roads/intersections I've edited until I go in to edit them. Maybe when road menu is opened any customised roads/intersections could be highlighted or something?
It's not clear that right-click 'exits' the current 'depth of action'. I suppose docu will mention this.
more to follow...
It would be useful to have a way to toggle display between default interconnections and my customised version, so I can toggle back and fourth between the two to spot if I've missed anything (this could be for a specific lane or the whole intersection, whatever makes more sense).
more to follow...
If a road is customised, maybe flood fill the lane outline so it's very obvious that the lane has customisations applied?
more to follow...
Cargo:
- Vans
- Trucks
- HGV's
Emergency Services:
- Police
- Fire
- Ambulance
Public Service:
- Hearse
- Dumpster
etc....
If the UI was sort of like a tree-view component, so I could expand/collapse branches to show and edit in more detail it would be great. For example, I could just tick Emergency Services and it would be equivalent to ticking Police, Fire and Ambulance. Or I could expand the branch and just choose specific child nodes.
The other benefit of this is that if I choose a specific 'transport class' (all it's child nodes), for example Public Services, it might be possible to add an icon/colour/whatever to the road or something so that in normal game view I can see that it's a public service road?
Public Transport
Private Transport
- Cars
- Bikes
Emergency Services
City/Public Services
Freight/Cargo/Haulage (whatever word makes more sense to people)
Anyway, will upload screenies and then get back to testing :) So far I'm loving the new features though :D
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=433482045
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=433482395
EDIT: Just turned traffic++ off and buses worked fine. Turned it on again and buses are stuck at bus stops again for a huuuge amount of time.
I've just checked bus stops and buses are functioning normally, taking no longer than usual at bus stops.
It is possible that change in traffic AIs has caused a mass-recaculation of routes while loading game, and that the new updates are a fraction slower than the native AI code... but that fraction multiplied by many thousands of vehicles and civilians can add up.
Once the game settled, performance is back to normal - for me at least. It just seemed to take a lot longer than usual to actually load the savegame.
...I also need to see what types of vehicles can go in each lane on the roads linked to those intersections. For example, if I'm trying to weave a bus route through a set of intersections, I need to know which lanes are bus lanes, and so on. This reinforces my worry that the lane customisations are currently too granular, there's no easy way to visually depict what is allowed on each lane. If they were less granular, icons could be drawn on roads (eg. a bus, a truck, a car, a bike...) or the lanes could be colourised (bus = red, bike = pedestrian grey, car = charcoal, service = green, cargo = blue... or wahtever..)
Also, whenever I'm actively editing a source node (ie. able to place a route from that node to a destination) would it be possible to mark the lanes and intersection routes to two degrees of sepraration away? So if I've got A1 goes to B1 and B2, lanes B1 and B2 will be marked and the paths followed through the next intersection, lanes and subsequent intersection? That way I can visually see the local path that I'm working with.
A classic example is I just made the inside lane of a 3-way (highway) roundabout only connec to the inside lane all the way round it. So anything on that lane would be trapped there for all eternity lol. If the path highlighted when editing one of those nodes, I'd get instant visual feedback alerting me to that blunder.