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Traffic is an important thing in any city. Traffic and winter is a whole different challenge! For Snowfall, we wanted to make sure there’s something new affecting traffic. We settled on to two major things: snow on the roads and road maintenance. While the snow plows will be discussed later, this text will shed some light on what else is new in the game.

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The road maintenance service, unlike the snow plows, is available on all maps. What the maintenance service does is that it gives some extra care to roads, allowing vehicles to travel on them faster. Normal roads in normal condition are fine and good, but with a road maintenance service covering the city streets, the traffic can get an extra boost from higher maximum speeds on the roads. The boost a maintenance truck gives fades away with time, but if the service covers the city well, the trucks travel to boost the roads that have the least boost left on them. Road maintenance can be used with the snow plow services, so that boosted roads don’t suffer from snow as fast as non-boosted roads.


Then the thing many people have been waiting for: trams! They are something we have been planning for a long time and finally get to share with you. Trams operate on tracks and reside in a tram depot when they are not on lines. The basic principle is much the same as with buses: the budget defines how many trams are available in the depot or depots, and the vehicles are divided between lines depending on line length. Longer lines get more vehicles than shorter lines. To get more vehicles, increase the city budget for the service. Trams need to be able to reach the line from the depot, so you may need to lay some extra tracks to allow trams to get to lines further away from the depot.

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To build tracks, you can upgrade/downgrade existing roads to versions with tracks, or build new roads with tracks. There are both regular two-way roads and one way roads with tracks. As a finishing touch, tram tracks have overhead wires.


To give the trams some advantages over buses, tram tracks can also be built as standalone versions with no road beneath them. The standalone tracks are very handy for getting your trams to avoid busy intersections or streets known to be crowded. Stops can only be placed on roads and pedestrian pathways, but the standalone tracks allow for nice little detours to keep your trams free from traffic jams.

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Trams have a higher passenger capacity than buses (20 for buses, 30 for trams), but also have a little higher upkeep costs per distance traveled, about 15% more than for buses. For best results, trams should be used as short inner city lines, and buses and metros can handle longer distances. Trams do not benefit from road maintenance boost, but also are not hindered by snow.

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To get the winter theme really going, we have done lots of variations of existing buildings. This means your city does not need to have palm trees waving in the snow storm, or citizens hanging out on piers in the freezing cold. Things like flower pots are modified to fit the winter to keep the city looking consistent. Some buildings are only available to players who also own After Dark, but many are variations to the base game ones. My favourites are the agricultural buildings on fertile land, which are greenhouses on winter maps. You will also see many new parks that fit winter time better than the default parks.


These new additions to the game are available in the paid expansion. We feel they give a lot of new possibilities to handling roads, traffic and public transportation. I can’t wait to see all the cool tram systems you will be building!
 

SkullKrixzz

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Jan 30, 2016
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could there maybe be a toggle for the over head cables for trams, and trains actually, i know trams are most commonly using overhead cables but trains not so much, some use a 3rd rail. also might there be a new road type for use only by bus and tram?
 

Duke49th

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Excuse me if I do not search the whole forum. But if we talk about traffic:

In the begin after release of the main game. The Devs said they want to improve the AI traffic behaviour. It was said that it was incomplete on release and will be improved on a later patch.
Topic was about AI is using only 1 lane most of the time. For example if traffic need to exit on right, they stay mostly on the right lane the whole time.
A mod improved it a bit already (traffic++)

But its still unrealistic and traffic jam occurs already in small cities just because of the dumb behaviour of the AI.

So...what can we expect here?
 
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Duke49th

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Hi!

I rarely post here, I just felt with all these new feature I have a concern: Traffic and simulation performance.

We all get performance problems with cities above 200k population, the traffic becomes increasingly problematic because the algorithm behind them clearly have some problems modders solved, like the Traffic Manager + AI Mod. Still, those modders can't extract the best performance out the execution alog side the game running.

I have an Core i7 and the game rarely uses more than 3 cores on the CPU and the GPU never gets above 70% usage.

Now we have roads with less tracks for cars and etc, is there any plan to improve the simulation performance to address this increase in variables affecting the traffic flow?

Good point. Thats my next issue with the game.

My specs: Asrock FX 990 Extreme 3 | AMD FX 6300 (6 core@3.5Ghz) | Adata 8GB DDR-3 1600 | Asus AMD R9 270X OC 2GB | Creative Audigy EX Platinum | Win10 Pro x64

And I get performance issues when I become above 50k citizens. (starts to get lower than 30fps) with 100k citizens I am below 25 fps and have mixro stutters. It was a bit better with Win 7...but not thaaat much.

Edit: Dont get me wrong please. I play it a lot. I have already more than 196 hours gameplay. Also I bought Afterdark. Im almost happy with the game. I love the job that modders do. But traffic and performance is still a pain for me.
 

nuclearmissile

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Good point. Thats my next issue with the game.

My specs: Asrock FX 990 Extreme 3 | AMD FX 6300 (6 core@3.5Ghz) | Adata 8GB DDR-3 1600 | Asus AMD R9 270X OC 2GB | Creative Audigy EX Platinum | Win10 Pro x64

And I get performance issues when I become above 50k citizens. (starts to get lower than 30fps) with 100k citizens I am below 25 fps and have mixro stutters. It was a bit better with Win 7...but not thaaat much.

Edit: Dont get me wrong please. I play it a lot. I have already more than 196 hours gameplay. Also I bought Afterdark. Im almost happy with the game. I love the job that modders do. But traffic and performance is still a pain for me.

No offense, but even the best AMD 6/8 core CPUs are significantly slower than Intel's mainstream Quad cores. I do experience the same slowdown but at a higher figure, around 80k to 100K citizens depending city design. Using an i5 Haswell 16GB ram and 750TI here.
 
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Duke49th

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No offense, but even the best AMD 6/8 core CPUs are significantly slower than Intel's mainstream Quad cores. I do experience the same slowdown but at a higher figure, around 80k to 100K citizens depending city design. Using an i5 Haswell 16GB ram and 750TI here.

Correct. AMD's are slower..in most cases. But we are not talking about a high def eye candy simulation. Its not ugly. But its not eyecandy. Problem is not the hardware - like in most cases...it is the engine or unoptimized code. I am a simulation fan and can play cpu-stressing eyecandy simulations for example like DCS-Series with way better performance (after their enginge upgrade 1.5).


There are dozens of games out there 10-15 years old that still run shitty on news rigs. Just because the code/engine is shitty.

And the fact that you have performance issues starting with 80k citizens just proof it. 80k citizens...or even 100k citizens are nothing. The fun of micro-management begins at this point. But I and many other players have to stop here, because of the horrible performance.

The problem is the code/engine. And this is up to the developers. And if they want my money in the future - they have to do something.(and I am not alone...but 90% of players do not post in forums) Thats all I can say....
But after I read about CIM2 yesterday (after my last post here)...my hopes are gone...
 
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nuclearmissile

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Correct. AMD's are slower..in most cases. But we are not talking about a high def eye candy simulation. Its not ugly. But its not eyecandy. Problem is not the hardware - like in most cases...it is the engine or unoptimized code. I am a simulation fan and can play cpu-stressing eyecandy simulations for example like DCS-Series with way better performance (after their enginge upgrade 1.5).


There are dozens of games out there 10-15 years old that still run shitty on news rigs. Just because the code/engine is shitty.

And the fact that you have performance issues starting with 80k citizens just proof it. 80k citizens...or even 100k citizens are nothing. The fun of micro-management begins at this point. But I and many other players have to stop here, because of the horrible performance.

The problem is the code/engine. And this is up to the developers. And if they want my money in the future - they have to do something.(and I am not alone...but 90% of players do not post in forums) Thats all I can say....
But after I read about CIM2 yesterday (after my last post here)...my hopes are gone...

Sad really the base game has lots of potential but it's already two cosmetic DLCs deep.
 
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Naturboy

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Stops can only be placed on roads and pedestrian pathways, but the standalone tracks allow for nice little detours to keep your trams free from traffic jams.
Does this mean we won't get placeable tram stations for the standalone tracks?
Please give us a tram station that works like a train station or the bus terminal from After Dark!
That really is a must for a complete Tram system!
 
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SkullKrixzz

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Excuse me if I do not search the whole forum. But if we talk about traffic:

In the begin after release of the main game. The Devs said they want to improve the AI traffic behaviour. It was said that it was incomplete on release and will be improved on a later patch.
Topic was about AI is using only 1 lane most of the time. For example if traffic need to exit on right, they stay mostly on the right lane the whole time.
A mod improved it a bit already (traffic++)

But its still unrealistic and traffic jam occurs already in small cities just because of the dumb behaviour of the AI.

So...what can we expect here?


im also sure they could add traffic collisions to that "fix" aswell, would be nice to have traffic backups have a reason....could have them happen more commonly on over capacity roads and, with new snow, on uncleared roads....
 

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Good point. Thats my next issue with the game.

My specs: Asrock FX 990 Extreme 3 | AMD FX 6300 (6 core@3.5Ghz) | Adata 8GB DDR-3 1600 | Asus AMD R9 270X OC 2GB | Creative Audigy EX Platinum | Win10 Pro x64

And I get performance issues when I become above 50k citizens. (starts to get lower than 30fps) with 100k citizens I am below 25 fps and have mixro stutters. It was a bit better with Win 7...but not thaaat much.

Edit: Dont get me wrong please. I play it a lot. I have already more than 196 hours gameplay. Also I bought Afterdark. Im almost happy with the game. I love the job that modders do. But traffic and performance is still a pain for me.

I play a lot too, but tend to get distracted... if I didn't pick up CK2 I'd probably have over 400 hours in CS since I have over 200 hours in both games right now and when Stellaris comes I'll probably sink 200+ into that too since I'm also playing Distant Worlds right now as well.

I'd look into your system configuration, drivers, something because I certainly don't get that kind of performance hit on my system until I am well over 300k population. Even at 200k pop I'm still between 40-60 fps depending on zoom level, camera angle, complaint popups and overall density. Of course I don't have a crap ton of mods running either, just Rush Hour, NEP, and Traffic Manager: President Edition so you could be having the issue of conflicting or just too many mods. I've found those 3 mods are really all you need to deal with the traffic issues, well Rush Hour tends to create traffic issues beyond what you'd normally get in the game because of rush hour traffic.

Specs:
Asus M5A99FX Pro R2.0
AMD FX-8350, overclocked on the FSB to 233 MHz so I get 4.67 GHz on utilizing 8 cores, or about 4.9 GHz on full turbo, about 4.8 GHz on half turbo
Gskill Ripjaws 8 GB, 8CL, 1866 MHz
Sapphire Vapor-X Radeon R9 280X
EVGA SuperNOVA 1000 P2 PSU
CM Hyper 212 EVO (so yes that OC is on air)

Double check your PSU is delivering enough clean power too, old or especially low grade PSUs tend to have voltage regulation issues that might not immediately affect your computer running however they do degrade your performance because your components aren't getting the constant clean voltages they require.

Also check your BIOS for your NB and HT link speed. You'll get no performance gains from having your NB vastly exceeding your ram speed, and it's better if both your NB and HT link are the same. For example in mine, the NB and HT link are set to 10x multipliers so run at 2330 MHz (well the HT link is duplex so it's really operating at 4660 MHz effective speed which is generally the value you see advertised, much like DDR ram reports at half the effective speed).

Edited because the forums doesn't display tilde correctly :confused:
 
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Well, since we got tram and other "new things on the road" .. what is about waypoints? I would like to manage my network like I did in Cities in Motion2, and with waypoints I could solve a lot of mess on my streets. Is there anything planned? If not, see it as a suggestion.

And why aren't the trams two way vehicles? Since they got two driver caps and doors on both sides it looks like a missed opportunity. Just let the street form a switch at the end of the line if I suddenly change the direction.
 
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SkullKrixzz

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Well, since we got tram and other "new things on the road" .. what is about waypoints? I would like to manage my network like I did in Cities in Motion2, and with waypoints I could solve a lot of mess on my streets. Is there anything planned? If not, see it as a suggestion.

And why aren't the trams two way vehicles? Since they got two driver caps and doors on both sides it looks like a missed opportunity. Just let the street form a switch at the end of the line if I suddenly change the direction.

i wouldnt expect way points, befor the game came out they said this is not to be CiM but perhaps mentioning it on a mod page could help. i would love waypoints as well but its probly only going to be a modded thing, and im pretty sure the 2 way trams will have to live as a possible mod also....it sucks ya but that is wat the power of mods is for.
 
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