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Sparky66

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From watching various footage I have worked out how the game decides which ai behaviour to use for junctions. It's very similar to how CIM 2 did it and there are basically three different junction types:

No control: Used by small roads (2 lane, 2 lane one way, dirt roads).
Every direction gets a 'give way' sign. Behaves similar to an American four way stop, except traffic doesn't have to stop if it isn't blocked by another vehicle which arrived at the junction first.

Traffic lights: Used by any junction where two or more of the roads are medium or large roads (4 lane, 6 lane, 6 lane one way).
Every direction gets traffic lights. It appears the traffic lights can adapt their sequence depending on the level of traffic from each direction as they did in CIM 2.

Filter behaviour: Used by junctions where two or more roads are highways (3 or 1 lane). Will override traffic lights if this is the case.
Similar to the no control junctions except vehicles will attempt to merge by adjusting their speed, meaning that traffic should only be forced to stop by particularly bad design or heavy traffic.

Knowing this should help to design a better road system. It means that highways will likely make the best roundabouts due to the merging behaviour. It also means that using two parallel two lane one way roads may be better than one four lane road as you could avoid traffic lights and prevent turns.

It would be really nice if we could choose the junction type rather than it being forced by the road types used though.
 

Tridon

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I do hope this will be made available in an expansion :) This is the kind of tweaking I would love to be able to do at least.
 

Sn3ipen

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I am starting to get kind of impressed by the traffic simulation in this game. The more i see it, the better it becomes. Its amazing.
 

Bjorn0305

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I am starting to get kind of impressed by the traffic simulation in this game. The more i see it, the better it becomes. Its amazing.

I agree that the simulation is quite nice. I would just like to see one thing added to the simulation: emergency vehicle priority.

I would like to see more controls to influence the simulation though - such as (maybe as part of a DLC?):
- choosing intersection types (light/yield)
- lane count (why can't I have a 4-lane 30 km/h road or a 2 lane 50 km/h)
- turning lane influence
 

McWrisk

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I am going to do a bunch of road way interchange designs the first day. I have already planned them out based on what I have seen read. And will post pictures and "how-to's" when I get time:

Types I am going to do:

Fly-over Stack
Modern (Lane Separated) Cloverleaf
Y-Stack
Diverging Diamond
Diamond
SPUI (Single-Point-Urban-Interchange)
T-Junction
Service Loop Interchange

I think these are the main ones, and the rules I use in making them will hopefully be able to be used to create the majority of the rest.
 

FX2K

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.... And will post pictures and "how-to's" when I get time:.....

Not forgetting that you can share them on steam workshop ;)

I will be doing similar, straight into testing road layouts / building interchanges before building my first city.
 

McWrisk

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Not forgetting that you can share them on steam workshop ;)

I will be doing similar, straight into testing road layouts / building interchanges before building my first city.

Good Point... I shall do this as well :)

I kind of forgot I could do them in the asset manager...:eek:o
 

Bjorn0305

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I am going to do a bunch of road way interchange designs the first day. I have already planned them out based on what I have seen read. And will post pictures and "how-to's" when I get time:

Types I am going to do:

Fly-over Stack
Modern (Lane Separated) Cloverleaf
Y-Stack
Diverging Diamond
Diamond
SPUI (Single-Point-Urban-Interchange)
T-Junction
Service Loop Interchange

I think these are the main ones, and the rules I use in making them will hopefully be able to be used to create the majority of the rest.

TY. Having these is great - especially if it shows how they work with the various road types (like Y intersection will all small roads, 1 large and 2 small, etc).
 

McWrisk

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TY. Having these is great - especially if it shows how they work with the various road types (like Y intersection will all small roads, 1 large and 2 small, etc).

Most welcome, it is a passion for me, so I look forward to having fun, and making them as realistic as I possibly can with the current in-game tools :)

I think I will just stick to a basic Highway connection with the Y stack. As once this is done you can easily edit it to fit smaller roads.