I know, this question gets asked a lot and I want to thank all modders of all traffic-mods for their dedication and hard work. But the plethora of different traffic-mods, their development (or lack thereof) and the different feautres really confuses me. Doesn't help, that I didn't follow most of the discussions here either.
As far as I can tell, right now, there are mostly these mods on steam: Traffic Manager+Impreved AI: This is the one I used so far. Haven't had much of an performance issue and it worked fine. But since there is a lot of new stuff around, I just want to see, if it is still the right choice for me. Traffic V2 Seems to be developed quite fast, but apperantly has some problems with performance.
I'm running an Phenom X4 955 CPU with 8Gb of ram and don't plan on upgrading any time soon. I guess the perfomance hit would be quite substantial? Traffic Manager Presidente Edition: I've heard that ohne mentioned quite a lot in recent times. As far as I can tell, it also allows for changing traffic-lights. A feature Traffic v2 seems to lack.
How is the traffic AI? Better, worse than Traffic v2 or is there no difference? And how does the Network Extension Mod fit into these mods? Oh, and I don't have a problem with starting a new city. Usually I play till about 70k-90k population and than start anew. Edit: And are the ARIS Enhanced Hearses and Garbage Truck mods still necessary? In principle, I have no problems with making bigger cities (400k inhabitants) and only vanilla roads and vanilla traffic AI.
As you ask about NExt, that one's actually very neat, as it gives you road options that make dealing with traffic much easier. Keep in mind that it will use lots of RAM if you overdo it. It's fully modular though, so you can just pick the highlights (national roads, avenues with turning lanes and without traffic lights, alternate lane numbers on highways) that really help with traffic. I don't need any traffic mod when I use NExt. Some of the newer NExt roads came from the original Traffic and only function properly with the new version of that mod, so use those only if you intend to use Tv2.
Traffic never ran properly on my rig (it's an i5). Not sure how the new version runs. I hear nothing but good things about Traffic Manager President Edition.
I don't use it myself as I solve issues via road layout. I had been using the original version, but found it to be unnecessary. I never thought that the ARIS mods were necessary. Network Extensions just adds more roads to the game. Traffic Manager and T are helping you with traffic management.
I run with NeExt & Traffic Manager President Edition, and it's working absolutely fine on my 100.000+ City. President Edition does have a lot of AI improvements, where most of them are seperately configurable.
I had installed Traffic v.1 on an older City and it was slowing down the Simulation a lot. Even with an i7. But the Network Extensions Team had recoded a lot of the T code to make it run better, and use less recources. So you could give it a try.
As far as i know T and Traffic Manager are Compatible with each other. I have started using the Traffic Manager PE edition mod along with the Network Extensions mod. The number of additional roads the latter adds might be enough to not need the TMPE mod but perhaps the 'better' AI might be useful.? I did use the Toggle Traffic Lights mod but as that capability is built into the TMPE mod I do not need that anymore. I can't use the 'beta' road options as I use the TMPE as my road mod and not the Traffic V2. There is also an updated traffic report tool which I use.
I have started to look / try the 'Rush Hour' mod and whilst it is not just a traffic mod what it does seems to have implications on the volume of traffic and the time of day that the traffic builds up, as well as other features. However, probably due to me not fully understanding the RH mod, I have found that my RCI demands do not work as I would expect them to when playing a game over the vanilla type I'm used to and in fact I'm struggling to get much C and I demand to appear at all. I might be tempted to leave that one for now, although I do like the better use of car parks and the idea behind the mod.
This is the big one. I don't recommend playing Cities: Skylines without Rush Hour enabled, it's that good. Unfortunately, the mod has yet to be updated to take advantage of natural disasters, let alone Mass Transit, but we're hopeful the developer will return to bring us up-to-date magic. Here's just a taster of what Rush Hour brings to the table:. User-creatable events, allowing for buildings to have events of their own. Special random events that draw in a large number of 'cims'. Population reacts to the time of day (schools and jobs are more accurate), which progresses slower than vanilla — hence the mod name.
The last highlight we've covered is the main feature of Rush Hour, which offers more challenges to even more experienced city planners. Prepare your road network! Traffic Manager: President Edition. Traffic Manager: President Edition adds a number of new features to — unsurprisingly — help better manage traffic. With this mod active, it's possible to toggle traffic lights and yield/stop signs at junctions, set up timed signals, modify speed restrictions, and even disallow vehicles on certain roads. My favorite feature is the ability to connect lanes to switch up which lanes vehicles need to be in to use a junction exit.
Also, with this mod installed and the setting enabled, it's not required to install a dedicated no vehicle despawn mod. Prop & Tree Anarchy.
City Skylines Traffic Mod
1: navigate to C: Users YourUserNameHEre AppData Local Colossal Order CitiesSkylines Addons Mods Can't see the appdata folder? Make sure you can see invisible folders/files! 2: go here and download all 3: open the.zip and put the TMPE1.10 folder inside of the zip in the mods folder. You can also download each individual file and place them in a folder called 'TMPE1.10.7' It will look like this 4: unsubscribe TMPE on workshop, enable the TMPE you see in your mods (this is our new version!) 5: Restart your game 6:?????? 7: profit Thanks to Llion on the workshop. Edit: This is a fix for the current public transport bug in TMPE. The files in the fix dont work for everyone; alternative fix: If you use this one, make sure the folder name is TMPE1.10.3.
Of course 1.10.7 doesn't work. 1.10.6 was the parklife update, and I clearly said to use the pre-parklife version, which is 1.10.5. (But people on the workshop have categorically proven they can't read.) I use 1.10.5 from my backups, which is the version I used to initially discover this method works. (after an hour of messing with the config files first together with someone else, at which point I decided screw it, can't remember if the patch broke the mod, let's try the backup. Which worked.) 1.10.5 is the last version released on the Workshop before the ParkLife update. It's the hotfix from January, as listed in the changelog. I grabbed the backup a week before the game update.
However, I absolutely, completely and utterly avoid mods like Realtime and Rush Hour, because they screw with half a dozen other mods, including Plop The Growables. You can't link to specific comments on the workshop page, unfortunately. Here's the copy: (It's on page 11 by now) For the record, I really regret ever making that post in the first place. It was meant for LinuxFan (in the hopes of helping him pin down the problem), but everyone else read about 10% of it, skipped the rest, and ran off in the wrong direction without checking the Changelog for version numbers. AquilaSol 8 jul at 6:02 The pre-parklife version of the mod works fine.
I copied the pre-parklife version of TMPE from my backups into the Appdata folder, unsubbed the updated version, and tested the game. All the basic functions (lane selector, parking, junction rules, vehicle restrictions) worked without issue. No conflict with the other mods, either.
Public transport also worked as normal. After 15 minutes, public transport use remained at a stable level and even climbed a bit.
The old version of the mod also fixes the parking AI problem, and the fps drops. I can't test the Vehicle AI, though. (Old CPU) I can, however, confirm that the problem is not the game updates.
I hope that at least narrows it down a bit?:) This is a big mod, and changes are a ton of work. Please know there are those who do appreciate all the effort it takes to maintain it.
Ignore all the broflakes making threats thinking they have a right to make demands. Until they start paying you, they have no rights whatsoever.
City Skylines Traffic Management
Since the update, many players have been experiencing issues with their mods not showing up or simply not working at all. It's a common problem for the game, but luckily there's an easy fix! Here's what you need to do to get your mods up and running again. Troubleshooting Mods Not Showing Up in Cities: Skylines Generally speaking, there are only a few reasons why a mod won't show up or work with Cities: Skylines after an update. Here's a rundown of the possibilities:. The mod hasn't been updated. It's no longer compatible with the current version of the game.
It's no longer in use or has been discontinued. It's been implemented into the full game by the developer The game's community has done a pretty good job of keeping track of which mods are still working and which are defunct, but you may still need to check the status of each individual mod you use with Cities: Skylines to see why it's incompatible.
Step 1: Make Sure Your Mods are Updated The great thing about modding Cities: Skylines is that mods will update themselves automatically, so you don't have to worry about doing it yourself. Provided that the creator of the mod/asset has already updated all files on the Steam Workshop, then your mod should update on its own the next time you boot up Cities: Skylines. If you check out the or its, you can see a list of all mods that are currently confirmed as being updated and compatible with the newest version of the game.
Step 2: Check to See if the Mod Hasn't Been Updated Yet (Or Isn't Working as Intended) Given that the new Mass Transit DLC is only a few days old, some of the mod creators haven't gotten around to updating their files.
Skylines-Traffic-Manager 1.04rc This mod lets you add priority roads, control traffic lights, change lanes and add/remove crosswalks. Features: Add/Remove Traffic lights. You can add/remove traffic lights on all road junctions Priority Signs.
Set main and secondary roads. Diamond(yellow) sign is main road, all cars on that road have a priority over all other roads. Triangle(red and white) sign is secondary road, cars have to yield to vehicles from the main road. Stopping is not required.
Stop sign is also a secondary road. Cars have to stop, look for incoming cars and if the road is clear - continue on their trip Manual traffic lights. Manually control all traffic lights on a junction.
Useful for designing your timed traffic lights (See 'Timed traffic lights'), clearing traffic and role-playing as a traffic cop. Important: Traffic lights revert to normal when inactive Timed traffic lights. Set traffic light timers on one or more junction to allow for more heavy routes to clear more traffic. Configure multiple junctions at once to create a green wave.
Jump starter/power pack with built-in air. Assistance after reading this manual, Cobra Electronics offers the following. Automated Help Desk English only. Looking for a user manual for the auto xs jump start with Compressor not charging only one year old. Asked by Eddie on 0 Answer. Portable jump starter with air compressor. Save This Manual Keep this manual for the safety warnings and precautions, assembly, operating, inspection. Pack as a replacement for a vehicle battery. Be sure area around. Functions: 12 Volt Jump-Starter, Air Compressor.
For people asking how to use it, here's a simple how-to:. Select timed traffic lights. Select the desired junction (select one 4-way junction for a first-timer). Download god eater 2 psp iso usa. Click next. Click Add State. Set the desired lights on the junction (don't click 'mode', as you want to use the simplest light for a first-timer); Example: set the 2 roads facing each other - green; and the other 2 - red. Set the desired amount of seconds you want the lights to be with the slider (for example: 12).
Click 'Add'. Click 'Add state'. Set the desired lights on the junction (again, don't click 'mode' - you want simple traffic lights); Example: reverse the lights - the ones that are red - make them green, and the ones that are green - make them red. Set the desired amount of seconds you want the lights to be with the slider (for example: 8). Click 'Add'. Click 'Start'. Now you have a junction that has a 4-way with one of the roads having 12 'seconds' of green time (it's not exactly seconds, but it's an easier naming) and the other having 8 'seconds' of green time This will give you a basic idea of how things work.
You can watch the video for more complex timed traffic lights. Change lanes - see 'compatibility mode' below if you do not have this option. Change road lanes to allow/disallow lefts/rights, add more forward lanes, etc., traffic will start following it after 2-3 minutes. If you want cars to instantly start following them, use 'Clear traffic' button (See 'Clear traffic'). Important: these lanes define the direction, not the road curve, so if you have a T-intersection with 45 degrees curve, forward is forward, not left/right.
Sometimes you'll have to do it manually, since the base game does NOT do it that way) Clear traffic. Clears all road traffic. Useful when changing lanes, creating manual/timed traffic lights and to clear congestions caused by bad road planning.
No despawn - see 'compatibility mode' below if you do not have this option. Enable/Disable despawning caused by traffic congestion or traffic being blocked. Same road priority (base - not configurable). All cars that are on a same priority level (diamond - diamond, yield - stop - yield - stop), manual traffic lights, timed traffic lights or on modified lanes start to follow the rules for Priority on the right and wait for left turn(wait for right turn in LHD) IMPORTANT All roads that have priority signs, enabled manual traffic lights, timed traffic lights or changed lanes automatically start running under an additional layer - Traffic Manager's simulation. Everything else runs under game's simulation Which means that cars start following the assigned lanes and same road priority. The base game sometimes assigns lanes that are not correct, which will cause traffic to not go through that intersection. You'll have to manually fix the lanes to the proper ones, so the traffic can start functioning again Known issues:.
No 'save to cloud' support Incompatible mods (please report which ones it does not work correctly with):. Zonable pedestrian roads. Lane changer.
Toggle traffic lights. All mods that override the Pathfinder; CarAI.CalculateSegmentPosition (both methods); CarAI.SimulationStep; RoadBaseAI.SimulationStep; HumanAI.CheckTrafficLights; PassengerCarAI.SimulationStep, CargoTruckAI.SimulationStep;. All mods that modify NetNode and NetLane flags.
(Yes, I know it sucks, I also want a common API/NAM/CKAN, but that will take some time) Compatibility mode: When it encounters that another mod is overriding the PathManager, it disables 'Despawn' and 'Lane Changer' tools so it doesn't cause problems. Tested only with Traffic Please check yourself if your issue is caused by another mod, it's pretty hard to go through every mod and check if every functionality is working properly It's important to check if your issue is caused by another mod. Disable and restart the game just to be sure. Some mods do not break everything in the mod, just parts of it, and debugging becomes very difficult.
How to clear ALL traffic manager saves in case a major/blocker bug pops up: Open your Steam folder, go to SteamApps common CitiesSkylines CitiesData, delete all files with the name 'trafficManagerSavexxxxxxx.xml'.
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