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I'm confused with the new lane colouring logic. It uses the colour of the destination lane, and no longer the start lane. Normal or bug ?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=437992071
Ah, sorry. I forgot to mention that in the post - I'll add it right away.
Some people asked for colors to be based on destination instead of source. I've made that change for this update and wanted to see what people think of it and how they would prefer it.
Depending on the feedback I'll receive this week, I may leave it this way or revert back to source-based colors. If there are many mixed feelings, I'll later add an option to toggle this behaviour.
So, try it out for a while and let me know what way you prefer. :)
Some much greatness in one go, I love it all hehe, but no seriously... the changes make a huge difference so far. I'm impressed.
I do prefer the destination colours being used for the lanes, it makes tracking the lanes easier at a glance, IMO of course... and the ability to adjust lanes in the stretches of road is very handy.
* Would like to see icon-based buttons in future (rather than current text buttons)
* Would like some at-a-glance way to see what lane restrictions are in place
* Lane arrows seem more accurate, did you tweak the angles?
2. The 'invisible intersection' (segment connections) is incredibly useful too, it's solved many nightmares on my roads already, resulting in much smoother and even more human-like traffic flow.
* Would probably look better with straight lines instead of bezier curves.
* I still hope for simpler UI (ahead only, ahead + ajacent, optional u-turn on inside lane)
3. Now that all other intersection routes are shown when editing, I think reverting to source colouring would be better. In any case the circles not being used for colouring should be white IMHO - easier on eye and not eating up available colour palette.
* Some of the colours are still a bit grim IMHO
On the whole, a truly epic release!
But I would prefer the lane coloring/dragging thing as the first example; based on source. Seems more logic for me.
Maybe a bit larger circles so the are easier to find and hit?
Thanks!
If you change your mind regarding the destination colors being better, let me know. ;)
Thank you!
Regarding the UI suggestions, I haven't forgot about them. Small steps, we'll get there :)
I said I would play with the colors but I haven't had the chance to do it for this update. Making "the circles not being used for colouring" white is probably a good idea.
The changes to the arrows are the ones I talked about in the other discussion. Instead of 120º for each direction, it's 150º for left/right and 60º for forward. I'm glad it's looking better. :)
Thank you!
I'm not sure I can increase them too much without overlapping the adjacent circles because the hit boxes are actually a bit larger than the circles. But I'll see what I can do.
As for the intersection routing colors, I preferred the old method (lines colored based on the source). The way it is now, when I pull up the routing interface, there's a disconnect between the colored circles at the source lane and the color of the line.
To me, it makes sense to track the line as if a vehicle were traveling it, meaning starting at the source. It's easy enough to follow the direction of the line from there, even in a complex intersection.
Perhaps, as a compromise and if this is even possible, a gradient could make everyone happy. Either lighter at the source and darker near the destination, or a gradient that transitions between the source and destination colors. If this second method were possible, each potential line would have a unique gradient to identify it, yet would still maintain a visual connection to its source.
Great work with this! It's amazing how much controlling traffic can change the experience of this game.
Regarding the routing colors, i liked the previous version better.
The arrows too look much better now. Question: Can you add new arrows to the game? A "halfleft" and "halfright" arrow would be great (like the "M5-2" on this graphic: http://mutcd.fhwa.dot.gov/htm/2003r1/images/fig-2d-05.gif ) , there are many intersections in my city where both a straight arrow and right/left arrow look a bit weird, halfleft/halfright arrows would be perfect here.
I used the Traffic Manager Mod quite a while and the yield/priority signs seem quite handy in theory. Practically, cars wait too long in my opinion when there is a yield sign, rendering the priority signs quite useless (traffic flows much better with no signs at all in most if not all situations). IF you plan to implement priority signs, please be aware of that.
A feature i would like to see in your mod is the removing of traffic lights. Nothing with big priority cause your mod is compatible with the remove traffic lights-mod, but it would serve my laziness very well to only have to install one mod for traffic ;)
With the fully customizable traffic lights, the traffic manager mod takes it a bit far imo. But it would be nice to have a bit more control over how the traffic lights switch. But i have no idea how to have reasonable more control without drowning in micro management. Maybe it would work if you could set percentages, for example: the standard is 50% greentime for the one road and 50% for the other on the intersection. if you see that on one road cars are clogging up and the other road is nearly empty, you can set the percentages to 40/60 or 30/70 to have the greentimes more fit to the actual traffic. Just a thought, i hope you get what i mean ;)
Keep up the great work, man!
Thanks! :)
The function to draw the lines only accepts one color. I would need to rewrite the function to allow for gradients and even so I have no idea if I could do it. I haven't looked into the function. Still, I'm not sure gradients would help as it would mean double the colors in the intersection (not counting the circles, 2 colors per lane connection instead of one).
Thank you!
Those arrows would certainly look very good and would probably end any oddity. I think it will give me a lot of work as I wouldn't be able to use the game's system of placing the arrows and would have to do it myself. But yeah, if I have arrows to cover the 8 directions (actually 7, there's no backward possibility) all arrow-related problems would be solved. Thanks for bringing that to my attention! :)
Regarding priority lanes and timed traffic lights, check this discussion. Bottomline: I'm not yet convinced that priority lanes are a good thing and timing traffic lights is a big no-no. Controlling which lanes get the green light at the same time is something I am considering.
As long as I don't make any other change to the traffic lights, I won't add the option to toggle them since the Traffic Lights mod is compatible. There's no point in wasting time working on the exact same thing if it isn't broken.
I'd raise my voice for source colored intersection routing as well. I find it is better for seeing at a glance which traffic goes where.
I am however experiencing the same problems as with the last update:
- Vehicles pausing or stopping in the middle of the road
- Vehicles taking a very long time to make a stop/delivery (up to 15 seconds at max speed)
- Vehicles freezing at stop/delivery until despawn
- Game speed slowing down
- FPS dropping to below 5
Since the last official CO update I can't switch between programs anymore so i cant confirm this but the fan in my computer is likely telling me the CPU load went up.
At first I was trying to blame all this on the road anarchy mod which I used last night to make a few underpasses but it is happening in much older saves as wel. Albeit to a lesser extend...
I would like to hand you the log file but I can't find it anywhere. I switched on "view hidden files" but it's not there...
Apart from a few monitoring mods (extended building information and traffic information to name a few) I am not using any mods that tamper with the AI.
Please do let me know if there is anything I can do to help from my side!
Thank you for everything!
Regards,
Sigi.
Hi sssigi,
The problem with the update is very weird and may well be related with the AI problem. I really need to see the log to try to understand what's going on.
Am I right in assuming you've checked the locations I mention in the first post, in the instructions for bug reports?
Let me know if you can at least find the folder where it should be and what OS you're using.
Also, just to be sure, send me your save so I can test it on my side and make sure that's not the problem.
I may be wrong (probably am) but are you using the beta option of realistic vehicle speeds?
Whilst I can't replicate it my end at the moment, I did have an issue whereby the game speed stuck at ~1x similar to the previous version of T++, but I also had a few other mods installed which I was trying but don't normally use..
I recall toggling this option and it making a huge difference but have now gone back to my usual mods which I play with and as such, can't reproduce.. hence not bringing it up before.
FWIW, I don't use the realistic speeds option at the moment anyway, just lane changer and bus routes ;) along with a few other mods, so I am not saying its that to blame specifically, just something to perhaps try toggling to see if it does make a difference.
My current mod list is:
T++, Toggle Traffic Lights, IPT, Ped Crossings, CityCopter, Aris remove vehicles/seagulls, disable clouds, tree brush, auto bulldoze.
T++ is running as smooth as silk, with no issues I have noticed.
Next time I load game up I'll try with the realistic speeds option turned off to see how that affects things. With it enabled, I know I get significantly more road traffic due to pedestrians using their pocket cars more.