[RELEASE] Traffic++: Speed limits, vehicle restrictions, and more...

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Stuaz

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@aubergine18 - have you considered putting the roads created by Traffic++ in another tab in the road menu? Similar to how "Some Roads" mods works? I only say because now you have released the different variations there are now quite a few roads listed, especially in the two lane road menu.
 

Sloeberjong

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@Sloeberjong Pedestrian roads you say? Yes, we want many more of those - and with nice designs too. We recently asked the internet what sort of designs would look nice and here's the list we compiled that we will work on in future release (main focus at moment is performance tuning): https://github.com/joaofarias/csl-traffic/issues/22

Wow! Yes! Exactly! I live in the Netherlands and I believe that we have a lot of cobblestone and paved streets with red, grey and yellow stones. Most Dutch suburban streets look like that. Asphalt is for the somewhat bigger streets. Love the plans for highway markings and merging lanes etc. As a civil engineer this is one thing that's bugging me in the highway design in CS. I have no computer skills whatsoever so I'm completely dependend on the goodwill of modders and I commend you. Awesome work, even better future plans and I hope you get it to work.
 

Chyll

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I finally bit into this apple and subscribed last night, thanks to this thread in particular.
Now to decide to retroactively apply it to my current 100k city or start fresh with a new one.
 

Glowstrontium

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I suggested a few on the Steam thread, but some of these are probably an enormous task because they are more than just a retexture.

g4DZNcz.jpg
 
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Glowstrontium

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Basically it's a lane kept for vehicles turning across oncoming traffic (so that they don't obstruct the through lane whilst waiting), also sometimes called suicide lanes. They're only really found in North America. In Europe, there is almost always hatch markings except at junctions.

xw4Jiz5.jpg


2IBZuGm.jpg
 
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gmcallis

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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?
It is what i meant about Traffic Manager working correctly, as timed traffic lights were counting down into negative numbers, tho this now appears to be fixed. This said I also find your point annoying.

It's great to see the authors of Traffic Manager and Traffic++ working together, tho I do now have a new issue which appears to be related to T++. With both mods active, using a saved game, some vehicles stopped and will not move creating huge traffic problems. I did find using TM to clear all traffic helped but the problem continued to manifest itself.

I currently have T++ disabled, reluctantly, and all seems fine, except I don't have the great benefits of T++. Hopefully, this can be improved at a later stage.
 

Stuaz

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It's great to see the authors of Traffic Manager and Traffic++ working together, tho I do now have a new issue which appears to be related to T++. With both mods active, using a saved game, some vehicles stopped and will not move creating huge traffic problems. I did find using TM to clear all traffic helped but the problem continued to manifest itself.

I currently have T++ disabled, reluctantly, and all seems fine, except I don't have the great benefits of T++. Hopefully, this can be improved at a later stage.

I get this exact same issue, I have for a couple of releases now, each time there is a release I enable T++ again in the hopes it is fixed :(
 

aubergine18

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@Sotrax we're investigating the vehicle AIs to try and work out why they dither at intersections that are close to each other (in some respects it's desirable behaviour but we're going to see if we can make it less of an issue)

@Stuaz @gmcallis we released a hotfix which should solve the 'stuck vehicles' bug. :) If problems persist, please let me know (a temporary workaround is to disable "Realistic Speeds" in Content Manager > Mods > Traffic++ > Options screen)

@yuuzhantar the better AI encourages buses and emergency mode vehicles to use bus lanes to avoid traffic jams. More info on the Workshop release notes: http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868376457349/
 
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Stuaz

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@Stuaz @gmcallis we released a hotfix which should solve the 'stuck vehicles' bug. :) If problems persist, please let me know (a temporary workaround is to disable "Realistic Speeds" in Content Manager > Mods > Traffic++ > Options screen)

Sorry but the issue is still there for me..... if I upgrade or otherwise change an intersection vehicles just get stuck thus building up a huge queue. I don't have the realistic speeds option applied.

I have attached my log file in the case it provides any clues.
 

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hert

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How do i unapply the realistic speed? Unchecked and saved in the options but doesnt seem to apply to my save game. I know it did before the mod was updated.
 

kosh22

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I do not have the icon on the main toolbar. I presume it would pop up next to the terrain tool. But I do have all the roads. How do I get teh button to appeaar. I presume its a mod conflict but none of my mods are on the list of incompatibility.
 

Stuaz

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I do not have the icon on the main toolbar. I presume it would pop up next to the terrain tool. But I do have all the roads. How do I get teh button to appeaar. I presume its a mod conflict but none of my mods are on the list of incompatibility.

Did you turn the "road customisor" option on? In the window where you enable/disable mods, you will see an "options" button next to Traffic++, in there are various options and the one you are looking for is Road Customiser.
 
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aubergine18

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How do i unapply the realistic speed? Unchecked and saved in the options but doesnt seem to apply to my save game. I know it did before the mod was updated.

There is bug in current version that requires game to be restarted after unapplying realistic speeds, we'll be releasing a new version in the next day or so that fixes this bug and several others.
 
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