-
Notifications
You must be signed in to change notification settings - Fork 85
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Cars driving through timed traffic lights #297
Comments
Regards to traffic lights I think that there is too short segment to properly detect traffic lights.
Additionally, incompatibles checker found one incompatible mod: Network Nodes Editor [Experimental] but I didn't checked what it does. Other unrelated things below 😄 :
How and why there are 114k units while there is only 35k population??
|
It was an early attempt at something like Move It, but it NNE causes phantom nodes, segments, etc. (that screw up the pathfinder) which is why it's on the incompatible mods list.
Lots of users have been reporting issues with this sort of thing in the main C:SL discussions section on Steam recently. I've followed a few discussions about the issue and it doesn't seem specific to TM:PE, so maybe it's some other mod causing it? Some users mentioned that a recent Steam update to C:SL seems to have caused it, I'm not sure if that is the vanilla game that got updated or a mod. There is a possibility that it's stuck tourists, a bug recently discovered in vanilla game by @chronofanz - see #273. Try his CrazyTouristsFix mod from Workshop to see if that reduces the citizen unit count.
I think it was @DaEgi01 who was having a flying cars problem in the Discord chat (#issues room, complete with screenshots). He tested with and without TM:PE and found he had the same issue. So again, doesn't seem TM:PE related |
thank you so much for your help! |
Hi, A while ago we were looking at one of your C:SL save games in a TM:PE support ticket. We noticed that there was an issue with vehicle limit and have since identified some broken vehicle assets that cause that problem. A list of the broken vehicles can be found in TM:PE wiki here: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Broken-Vehicle-Assets#breaks-vehicle-spawning If you encounter vehicle limit issues on small/medium cities, unsubscribe those vehicles if you have them, or use the TM:PE 'despawn' features to clear all vehicles as a quick fix whenever required. |
Alright! I will take a look at it. Thanks so much! |
Would definitely appreciate if this issue would be fixed, maybe by checking the next 2 nodes for traffic lights, so that 1 short segment isn't that big of a problem? they do it in my city here, and I can't simply make the segments longer without fundamentally changing the looks of this intersection ... |
Also has anyone an idea, why this is happening? Are cars simply ignoring the light? Or are they detecting the light only when they enter the segment and are not able to come to a stop at the light, so they overshoot it and enter the junction? Edit: if the segment is to short, cars are unable to brake and overshoot the intersection, therefore running the light. Lowering the speed limit in the short segment is a relatively simple workaround fixing the issue. |
Yes, if vehicle will fail to stop before entering intersection then its flag is changed to 'leave junction' Edit: as you noticed effectiveness of traffic light is related to length of segment and current speed of vehicle - it needs enough space to stop. |
Just ran into this issue with my city and Employee 432's diverging diamond interchange. I also noticed that if the traffic lights don't render because the segment is too short, the cars will ignore the signal as set up in TMPE. |
Summary: Vehicles driving through timed traffic lights
Screenshot: https://i.imgur.com/rwNqSwz.jpg
Savegame: https://steamcommunity.com/sharedfiles/filedetails/?id=1726503145
The text was updated successfully, but these errors were encountered: