As for moddable roads, I've been pondering how the various aspects could fit together...
https://github.com/joaofarias/csl-traffic/issues/22#issuecomment-104702523
https://github.com/joaofarias/csl-traffic/issues/22#issuecomment-104702523
As for moddable roads, I've been pondering how the various aspects could fit together...
https://github.com/joaofarias/csl-traffic/issues/22#issuecomment-104702523
In other news, someone realised you could use the speed restriction feature to turn country lanes in to rally tracks!!!
What is not working? The only "bug" I see in Traffic Manager is that cars stop oftenly on crossings even if they have right of way and often there are conflicts with crossing pedestrians, but the rest? Works fine for meAll we need now is for Traffic Manager to work correctly......
@Stuaz : There will be a lot of performance tuning over the next two weeks so you'll notice an improvement in FPS in an upcoming release.
I don't know if this issue is caused by traffic++ or from the Traffic Manager, but I find it really annoying that cars will stop in front of the crosswalk on a crossing even if they have green. Through this behavior I have massive traffic problems. It gets way worse when I place two crossings near to each other. I thought with the timed traffic lights I can solve the problems, but with this strange behavior everything is a mess.
Is anyone having an idea or even a solution?
I watched it a little bit, It seems like the cars wait in front of the junction until the car in front of him leaves the NEXT part of street between the actual and the next junction, because they don't want to stop in the middle of the junction. Too bad, after investigating this I think this is wanted and there will be no fix for this, so basically many crossings near to each other will never properly work, even with perfectly timed traffic lights or priority signs..
Nah, okay, I didn't mean the "mod" crossing and I didn't mean crosswalks, but junctions. (I thought the word crossing and junction mean the same; english is not my mother tonge)
What I mean is a situation like this.
In this case there is a rapid bus way running parallel to the main streat and needs to cross the street. The traffic lights are timed and would work well, but unfortunately through the strange behavior of the cars it's broken. The bus lane is set to Yield, main street has priority.
It's a bit complicated but I will try to make it as easy as I can.
The car (red line) is about to turn left. The orange marked car will follow, but stop on the white line, until the red car reaches the blue area, because the orange car is waiting for the red car to leave the green part of street. Only when the red car has left the green part of road the orange car will start to move. This behavior is very time consuming and is making situations like this impossible to solve.
The orange car shouldn't even bother about the fact that he is blocking the intersection, because it never will block it because it is having the right of way on the bus lane.
Yes I know, sorry maybe I wasn't clear regarding the pedestrian paths. Cims will use paths that go over the roads before the ones on the ground. From your screenshot a lot of foot traffic is coming from the left and going ether north or south on the 6 lane avenue. You could do an elevated path that starts on the left and goes over the bus name and then splits south and north over the next junction on the open grass area that will reduce foot traffic on that junction I think.I didn't place these crosswalks, these are the default one that spawn at every junction