Good point about the road speed. Actually, I've often found reducing road speed limits very useful for correcting traffic problems. For example, if you've got two similar route options, but one is ever so slightly shorter, you can get huge backups on one while the other is empty. Put in a slower road in place of the one with backups, and you may find the traffic distributes itself more evenly between the two. Putting in bigger, faster roads just encourages more traffic to go that way.
@YUMBL2 жыл бұрын
Great idea! I should have also mentioned the “old town” policy but totally forgot
@BeachLookingGuy2 жыл бұрын
great point. i started using slower speeds to help keep stuff from piling up, especially on roundabouts. if i want cars to take back roads i use slow speeds on back roads and higher speeds on highways to encourage specific routes from certain parts of the city.
@Seriously_Unserious2 жыл бұрын
With TMPE, you can also achieve the same thing without replacing roads by simply reducing the speed limit from the default on the congested road, or give the other, unused road a higher then normal speed limit, either of those can encourage traffic to use an alternate route but still leave the route available to the traffic where the alternate would make no sense for them to use.
@Betha7832 жыл бұрын
Managing traffic is one of the things that I really enjoy about C:S. Also vehicular and pedestrian traffic gives the city so much life, and seeing them all go their way with proper road hierarchy and connectivity is bliss :) You explained it well!
@YUMBL2 жыл бұрын
Thank you very much! I wanted to explain what I would have liked to know as a beginner.
@vladibarrosa62062 жыл бұрын
Holy crap, after that 50‘s intro, I wholly expected Ike Eisenhower to pop up and introduce the US Interstate system to us. Good job and another great video.
@YUMBL2 жыл бұрын
Thanks a lot! Real fun to make for me ;)
@vladibarrosa62062 жыл бұрын
Actually, it just reminded me of the intro scene of LA Confidential in which Danny DeVito is praising all the beauties of LA,
@YUMBL2 жыл бұрын
I havent seen it, but I can imagine the aesthetic
@vladibarrosa62062 жыл бұрын
@@YUMBL Are you freaking kidding me? How old are you anyway? 😊 kzbin.info/www/bejne/lZmkpY2Cj5yljbM
@YUMBL2 жыл бұрын
I was 8 😂
@rccookie62022 жыл бұрын
There actually is traffic based lane ai in the game, but it is exclusively being used by the emergency vehicles. They react to traffic on their lane
@F14thunderhawk2 жыл бұрын
theres also an extremely low chance the AI recalculates current route for each agent.
@TheSkyGuy77 Жыл бұрын
@@F14thunderhawk which has been upgraded in cities: skylines 2
@royvandermarel39532 жыл бұрын
The fun thing about this game is you have to plan ahead. Like, really far ahead. Think about where your traffic will flow to and from and build a road structure to fulfill this demand. But doing so, especially in vanilla, is hard, as you don't get all the road options from the get go. And it is hard to turn local roads into collectors without destroying all that's built alongside it. Planning ahead for 3- or 4-lane intersections make this even harder! Dedicated or combined lanes? Which direction demands doubling up on lanes? Could you achieve higher usage by growing in a certain direction? Man, I love this game.
@YUMBL2 жыл бұрын
Its one of the deepest games for how simple it is
@smoken812 жыл бұрын
Hey YUMBL, console player here. It’s been my experience that cims will choose the faster road (within reason) over the shortest distance. Example: a large roundabout with a highway speed overpass will make the frustrating u-turn across traffic instead of exiting onto the purpose-built roundabout under the oncoming highway. Being limited to DLC roads and no traffic manager (to stop turns across oncoming traffic) makes for convoluted solutions.
@YUMBL2 жыл бұрын
Correct!
@khall1875 ай бұрын
New player here on console and I'm just getting to 40k cims and I gotta say the traffic is absolutely horrible. I have fairly well designed city structure and still have cims going the super long way instead of the direct highway path... They'll go all the way around the city loop when they could just go right and merge for a quick trip. Drives me nuts!
@aliertocarlos75 Жыл бұрын
I have seen a lot of cities skylines tutorials and follow a bunch of KZbinrs here about managing traffic, but no one is like you. You teach the basics so simply and clearly that I can use them and get good results in my cities. Thank you
@MrVeeBlog2 жыл бұрын
I can't thank you enough. The titles of all your videos are perfect but you always drop in some pearls along the way that answer other problems I bump into in my city builds. This one was no exception. Thank you, sir.
@YUMBL2 жыл бұрын
Glad to help! :)
@saschab.51542 жыл бұрын
Thanks for pointing this out. CS is actually super realistic. There's a reason LA is having constant traffic jams and some European cities can deal with it better. Making a better city makes traffic less of a problem.
@deejeemadrox18662 жыл бұрын
Srry, CS is absolutely not realistic. We often know our roads. When there are two lanes going to the highway and only the last 300mtr is one lane and the other 2 miles are two way, the cars take the left lane and the slower traffic the right lane, up to that point it gets one way. CS does not act like that. It draws a line from point a to point b and pick just one lane to draw and follow. Thats why you get that superlong one lane filled roads. IOW; we all are looking to "" cheat" CS to overcome the AI's handicap.
@worlwr22 жыл бұрын
@@deejeemadrox1866 well Sascha is correct because they're likely referring far more to agents considering speed limits as part of its path selection, but yes you're correct generally but not quite. You're referring to something different, a dynamic / real time lane selection. C:S actually DOES have a real time lane selection system but it is limited only to emergency agents (and not the civilian agents) to balance performance and realism. Notice emergency vehicles dynamically change lanes to avoid occupied lanes as they're responding to an emergency call. This is on vanilla. As yumbl mentioned, normal civilian agents don't 'see' each other. Tbf from a certain perspective, that's true to life, it's common for travellers to not really care about one another and take a 'me first' selfish / toxic / hostile attitude and refuse to move or takes hostile action towards you. At least very true in cities and / or obnoxiously car dependent sht holes. Anyway C:S has a bit more depth than even the video depicts.
@failtolawl Жыл бұрын
this is a massive fucking cope. LA traffic comes from traffic snakes and HIGH VOLUME. LA traffic exists on ALL lanes when it does. It does not come from a bunch of AI following in one lane just to go to the empty lane at the very time they need to turn off. This is dumb.
@Azerkeux2 жыл бұрын
I love how you are explaining this from the perspective of game mechanics, I've had a hard time getting cims to properly utilize asymmetrical roads and now I see why
@YUMBL2 жыл бұрын
Glad to help! :)
@williamhuang83092 жыл бұрын
Generally, I try to avoid using ridiculously wide roads, as they ruin walkability. I usually don't go much higher than a 4-lane road except at major intersections, where I might put a 6 or 8 lane road depending on how busy it is.
@YUMBL2 жыл бұрын
I think the moment a light or roundabout is added the width of the road no longer matters to walkability in the game.
@Corran1092 жыл бұрын
I'm so glad you made this video! Too often I see people go straight to suggesting TMPE to solve lane usage issues when road planning is the true fix to the issue.
@YUMBL2 жыл бұрын
Fundamentals are key :)
@mplusd2 жыл бұрын
This game is a full fledged Traffic Simulator in disguise. Still love it. 👍
@SEGY2 жыл бұрын
I did know about the road hierarchy, but had no idea about how the traffic system pathing worked, or how road speed affects it. Love your videos, I've learned so much from watching you, and it's really changed my playstyle a lot :)
@YUMBL2 жыл бұрын
I’m glad to hear it! Thanks for watching :)
@D.Trinchuk2 жыл бұрын
1. If I'm not mistaken, cars do consider possible jams. To be more specific, they factor average speed on the road rather than maximum, which is determined by traffic jams you have on the road. But there's one problem with that. To factor the traffic jams you actually need to have the jams, and only after a backup is stacked and average speed on the road is recalculated, newly spawn vehicle will consider taking another road. So, building a detour cannot clear your main road off the traffic, only reduce it, because cars will take a detour only if there's a jam on the main road (works IRL as well). And there's a delay in reaction, cars chose their way from the very beginning. 2. About not using other lanes. I used to have that problem before, but somehow I overcome it. At first, use the "dynamic lane selection" option in TMPE. I'm not sure if it helps or if it's a placebo, but I use it anyway. Secondly, you can manipulate with lane connector. How's that? Well, if you have cars stacked in one lane, the chances are they're going the same way. Look that way, as you showed in video, and propose an alternative with lane connector. For example, in your case, you can take your intersection and merge two onward lines into one they are going to. But that won't be enough. Then you go to the previous intersection on their way and split the lane they came from into two lanes you want to use (in your case it’s not the intersection, but the node, where the road switches it's asymmetry). Now that should work, because you literally gave the cars two equal options that they will choose randomly.
@YUMBL2 жыл бұрын
The cars only know the speed limits of a given path. Not the current speed of traffic. They dont path based on one another at all.
@hssein77732 жыл бұрын
Using the traffic policies such as “encourage biking, heavy traffic ban etc” could also work. Great work with the traffic tips, you do deserve more subs
@YUMBL2 жыл бұрын
Thanks a lot! Policies can be important too. I wanted to keep things general and non dlc specific
@Seriously_Unserious2 жыл бұрын
Very good advice, all of it is very true and applying road hierarchy has helped my cities get much better traffic flow. One thing I've also found helps, for when you still get that 1/3 lanes used the other 2 ignored scenario is to change the TMPE AI system to have it use improved AI, as that can induce vehicles to change lanes based on traffic at higher settings, and thus get lane condensation back-ups to free themselves up simply by allowing the vehicles to spread out and use all the lanes. Dedicated turning lanes at intersections also helps, as vehicles will tend to bunch up on all purpose lanes even when they don't have to and get in each other's way as they all choose the lane that can go left, or straight as that satisfies the needs of all drivers who will be turning left at some point. Same goes for those multi-purpose straight+right lanes. By making lanes that are left turn only, right turn only and straight only, you force the vehicles to spread out and use more lanes, since the middle lane has to turn left, anyone going straight can't use that lane and has to use another lane until they're ready to turn left. Those turning left, have to use the middle lane as they can't turn left from any other lane, and so on. That's a basic and essential part of lane management and though it was shown visually, it was not explained verbally, how and why those dedicated turning and straight lanes were used and how to include them for those who don't know how and why to set that up yet.
@marcusjohansson6682 жыл бұрын
I have gotten the explanation of traffic (ALL traffic, pedestrian, bike, cars, public transport etc.) that they calculate the pathing by adding a penalty points to the routes. I don't know the exact number added by each entity but it goes like: Bigger roads has less penalty points than smaller roads. Faster roads adds less penalty points than slow. Each intersection/lanechange adds penalty points. Using a car adds more penalty points than public or walking, transferring between public transports adds a tiny penalty (still lower than cars) etc etc. So f ex if you have an intersection you can use increase the speed in one of the lanes and that lane will add less penalty points to the vehicles and they will prefer that road (I think each segment of road adds penalty points, the faster the road, fewer points, the bigger the road, fewer points). So the thinking of traffic as agents is absolutely correct, and each agent calculates the route (when they start) and chooses the route with the LEAST penalty points. You can further modify this by using TM:PE (to change individual speeds in lanes it's needed anyway, as for my example above) and instruct the vehicles to also get penalty points if an intersection is slow with a lot of waiting times. Special lane rules (I think its called) f ex makes it so they never change more than one lane at a time (you have probably seen traffic come to a complete stop on a highway because vehicles comes to a complete stop while changing 2 lanes over, that setting removes that). Otherwise, as usual, a well thought out video from JUMBLAcorp (as me as a swede pronounces it xD)
@YUMBL2 жыл бұрын
Can you actually change the speed of lanes individually!? How?
@marcusjohansson6682 жыл бұрын
@@YUMBL hold ctrl (or alt, can't remember, it's one of them xD) and mouse over lanes while in the speedsettings overlay in TM:PE. Also hold shift to change the whole distance to the next intersection. :)
@YUMBL2 жыл бұрын
Thank you! Thats great info. Idk if i’ll use it too much as i dont think that happens irl, but its good to know!
@tomorrow25932 жыл бұрын
When Billy grew up he became a roundabout. Don't be like Billy.
@dover4552 жыл бұрын
america moment
@YUMBL2 жыл бұрын
Roundabouts may be “one way”, but they are not the only way ;)
@deViant142 жыл бұрын
Sounds painful. Way too much throughput
@MaasLanderNLD2 жыл бұрын
i see a lot of players of cities use so much highway through there cities, i live in holland and here highways are at the edge of towns if not a bit away from them, i use the road system i see around me, which is the road hierarchy as you explained, i have a 1 mil city with only a small highway connection on the edge of my map, and i use medium roads to get them into my city. i almost never run into a problem, On every map i play, i always have 85/90% traffic flow, and no backed up traffic. also i use metro and trains, busses i never use. and am a big fan of pedestrian roads. "agents" as you call them will walk half a 25 tile map if you give them the chance.
@Omegas_XB Жыл бұрын
You are missing the point. Many people actually like designing car-centric cities. That is a solution for them.
@JPEaglesandKatz10 ай бұрын
Only started playing CS1, 2 weeks ago.... Don't really like cs2 in its current state but cs1 with all the mods is fantastic.... You make some excellent points and give some food for thought about issues I'm experiencing and they totally make sense... Looking forward to backtracking through your great videos because there is a lot to learn (and have fun in the meantime)
@cocorayo47412 жыл бұрын
Great video! I love non-American cities where there is huge amount of streets for pedestrians(half of the streets in my city in the game are like that). Of course if you're doing an American city, this effective way of living it's rare to see xD.
@YUMBL2 жыл бұрын
I love a good pedestrian centric area as well! I wish cities skylines supported it better.
@Kibbelingg2 жыл бұрын
Yes, zoneable pedestrian streets should be a thing.
@immigrantgaming420epic2 жыл бұрын
@@Kibbelingg there are those in the network extensions mod
@worlwr22 жыл бұрын
@@YUMBL The fact that C:S has pedestrian and cyclist considerations / implementations whatsoever automatically make it support enough compared to any city builders out there, all of which lack it to my knowledge in favor for games where cars are the 'people'. But ofc, more support, integrations, or content for peds and cyclists in C:S is welcome!
@labaguette75122 жыл бұрын
Solid advice - although i may add that limited access does have one use - i only give neighborhood "branches" one point of access to collecters to prevent through traffic - seems to be working well so far
@7th_CAV_Trooper2 жыл бұрын
I missed how awesome the vehicles are in this video the last 4 times I watched. They really make the city.
@WestOfEarth2 жыл бұрын
Delightful video! I can't believe I'm STILL learning things about traffic after three years playing. Not a complaint. Also, this city is absolutely beautiful. If there was an uncanny valley for simulated cities, I'd say you've successfully crossed over.
@azuarc2 жыл бұрын
Here's the problem I have, which this video did not address: I have a long arterial. It has a major point of entry. Let's say a highway. And after that point, there are maybe 10 or 12 other arterials and collectors intersecting it. Maybe you can make a left turn at all of them.And since this arterial is toward one side of the city, most of its traffic will EVENTUALLY be making a left. So what happens? EVERY GOD DAMN DRIVER GETS IN THE LEFT LANE. It doesn't matter if they're taking exit 1, exit 10, or exit 999. They want to be in the left lane and they DO NOT CARE about anything else. The fact that your arterial is a 6-lane one-way road, and they have literally four middle lanes to choose from is irrelevant. The only deviation from this is if the roads being turned onto are more than one lane. Then you have multiple left-turn lanes, and thus all but the last cannot go straight. For the sake of argument, let's say you have lights with two-lane-each-way traffic. So the traffic not turning there doesn't get into lane #6...it gets into lane #5, which is also a left-turn lane, but has the potential to go straight. And you would think, okay, well, if the traffic turning there has a lane to exit from, at least *THAT* traffic isn't going to be in the column of death, right? Wrong. Because any cars getting off at this point then ask, "Which lane do I want to be on in the new road?" And if the answer is the right lane, then they say F U to the left-most lane because the second-to-last lane corresponds to the right lane on their new road. It doesn't seem to matter what kind of outflow you have from these roads. Any sort of impedance whatsoever will result in this major, major traffic snarl. If you're lucky, and plan well, it often clears before becoming a 10-mile one-lane traffic jam. But this is a circumstance that, really, either shouldn't happen or that there should be some sort of recourse for beyond downloading mods like TM:PE. Is there?
@BeachLookingGuy2 жыл бұрын
yumbl always bringing great topics to the table.. this idea hit very close to home as the traffic system is my absolute favorite part of these games. it's a giant puzzle always evolving and growing; for some reason i love to watch it simulate.. the tools mods and vanilla systems really creates a unique play style that not many * if any * other game can provide. But i gotta say simple stuff like cars stacking one lane while another is empty really breaks the immersion. the traffic system in this game paired with mods makes for a diverse and complex mechanic alone; ive spent hours tweaking lanes, speed and restrictions trying to make things flow at a decent rate. sometimes i think i spend too much effort on this games traffic rather than something more productive hahah.
@YUMBL2 жыл бұрын
The traffic makes the game! I had no idea what I was getting myself into when I first got Cities Skylines
@GlitchmasterStudios Жыл бұрын
Thanks for not resorting to Traffic Manager in this explaination. :) Us console players can't use it, so understanding the default ai is very handy
@MaydayAggro11 ай бұрын
I am surprised you did not mention lane math here. This can help reduce single lane backups. Since vehicles on a "through" path pick the leftmost lane, having fewer lanes, as well as putting exits before entrances, causes fewer weird merges.
@rccookie62022 жыл бұрын
You can actually use the speed of a road to control lane usage. Just slow down the overused lane 10-20mph to balance the lanes
@pow1983 Жыл бұрын
Thank you. For me the key to the whole thing is knowing that their journeys are pre determined. Therefore they won't adjust to the traffic conditions en route. I hope that the CS2 a.i. is updated. Especially now there will be roadworks and more consequences to your actions. Maybe GPS satellites become a DLC 😁
@johnterpack39402 жыл бұрын
You really should have talked about lane mathematics. That has a major impact on traffic. A bit trickier is paying attention to node spacing. Putting exit ramps too close to another node can cause problems with wanton lane switching. Pretty much always best to avoid using short segments when possible.
@YUMBL2 жыл бұрын
I dont really think in terms of “lane math”. I may add a dedicated turn lane where necessary, but thats all. Same for highway. Adding before an exit is what happens on real highways.
@HerrRoehrich2 жыл бұрын
I personally expected a mention of TM:PE's lane connector system. I use it all the time to direct traffic flow on multi-lane roads, e.g. if I know that there's a highly-frequented left turn coming up, I force all traffic wishing to go straight or right to use the right lane by preventing lane switching several nodes ahead of the intersection. It works really well.
@YUMBL2 жыл бұрын
I love lane arrows generally, and connectors on highways. Arrows keep it flexible and apply quickly.
@johnterpack39402 жыл бұрын
@@YUMBL I use both. But neither helps the folks who don't use mods.
@AlyssaNguyen Жыл бұрын
Living in Southern California, specifically Orange County, has messed me up a bit with trying to figure out road layouts. You can almost take the speed limits you mentioned and bump them up one level so the highway almost a becomes glorified arterial in some ways. 😅 Hell, what Google Maps insists on calling "Highway 39" is more commonly known as "Beach Blvd," and Imperial Highway and Pacific Coast Highway (90 and 1, respectively) are generally regarded as arterials. I was rather surprised when Google Maps told me to take an *on*-ramp to Jamboree *Road*, although that segment of Jamboree Rd. admittedly is more highway-like than road-like. It all comes down to jurisdiction and who is responsible for maintenance. The part of Imperial Highway that the city of Yorba Linda assumed responsibility for lost its highway designation and was subsequently redesignated a Parkway.
@eran00042 жыл бұрын
One thing to add, about road hierarchy not always working, is that you can adapt the roads according to how they are used. If a ton of traffic is using a local road because it’s much shorter than the collector/arterial option, then perhaps that local road should be upgraded to a collector. The point is that you can’t always dictate what the traffic should do, sometimes you need to adapt to what the traffic is doing.
@willcamick2 жыл бұрын
1. How do you have left turns only? 2. How do you have fall trees? 3. How are the people and cars moving at normal speed? Awesome video BTW.
@YUMBL2 жыл бұрын
1. Traffic manager (mod) 2. They came with the map from the steam workshop 3. I run the game at 70% speed (mod) Thank you! :)
@TheSkyGuy77 Жыл бұрын
Streets: local roads for local needs, many access points. Roads: long distance connections, more limited access than streets but less limited than highways. Highways: very long distance connections, most limited access points
@TheSkyGuy77 Жыл бұрын
There also needs to be at least two highway connections so traffic can maneuver through the map, while also going through your city/region.
@3seven5seven1nine9 Жыл бұрын
My main issue is I usually forget about arterials. My cities usually have just 3 levels of hierarchy, straight from highways to collectors, and while that works just fine for small cities, it becomes a major issue late-game
@weirdalfan19802 жыл бұрын
Add to point. If you have more connectivity to your highways, you can alleviate bottlenecking.
@YUMBL2 жыл бұрын
Can certainly be true!
@christophermartin30232 жыл бұрын
Hi I want to put a disclaimer that a highway is also considered an arterial. What was described as “highway” is a major arterial, which will always have controlled access (interchanges) and a minor arterial, in which access is signalized. I know I’m being super pedantic but I’m currently pursuing a PE with my focus on highway design and it is an important distinction.
@YUMBL2 жыл бұрын
They certainly are, but since they have their own tabs in the roads menu its easier and less confusing to just say “highway” as the top of the hierarchy.
@ksuose Жыл бұрын
do more of the skits, truly an outstanding performance
@n3rdst0rm2 жыл бұрын
Me with my highways at 55mph and my main road at 70mph *makes sense*
@teambellavsteamalice2 жыл бұрын
Not sure if it exists already, but do you know Total War Warhammer and LegendofTotalwar? He has a series where he saves "disaster campaigns" of people sending him the save file. Mostly a really tough battle that Legend then wins with maximum cheese 😉, although sometimes the economy, two many armies, the wrong units etc. tl;dr This would be a great idea for City Skylines, you getting save files and trying to make the cities work again! Mostly people will have traffic problems, or something else is poorly designed. Could be extremely educational and fun! Alternatively with viewers help you could come up with challenges, like isolated city parts only connected by train, a long city with a maximum width, all industry confined to a very small area, you name it.
@CityConstructionRoads2 жыл бұрын
This traffic is totally crazy about what drivers do.
@CharliMorganMusic2 жыл бұрын
The best way to fix traffic I've found is mixed use zoning for most things, and then I turn the industries into conveyor belts.
@extrapille93002 жыл бұрын
The Intro ^^ --- absolutley love it And as always very good video. Your explanation changed my way to play these game.
@YUMBL2 жыл бұрын
I’m glad you liked it!
@brohvakiindova44522 жыл бұрын
The most gamey part about CS is the assumption that people would WALK period uh *cough* ok maybe not that strict but the distance they do in CS is out of the question as soon as people have access to a personal vehicle ;D
@beningram1811 Жыл бұрын
I have a proposal for a rule of thumb, to know how often certain types of roads should have junctions. Start from local roads, and number the road hierarchy as set out in this video. Local (1), Collector (2), Arterial (3), Highway (4). Then multiply the speed limit on the road, by its hierarchy number. In this video the roads would have scores of 25, 60, 120, 280. This is how many zoning squares should be between junctions, minimum. how does this sound?
@hyuntoe2 жыл бұрын
👍👍 good ’50s tv drama 😄😄😄
@YUMBL2 жыл бұрын
Much appreciated!
@thesoaringscepter43252 жыл бұрын
Hey I’m Monty from the livestream sorry I missed it I got busy
@YUMBL2 жыл бұрын
No worries! Get well soon :)
@Boss_Dimas2 жыл бұрын
0:09 these dude walking like it Home already
@carlosmeza56382 жыл бұрын
The source of the problem is still the game. If every sim is programmed to ignore each other and use the same lane, then what are all of the other lanes for ?
@YUMBL2 жыл бұрын
I like a 2+4 road. It gives you a dedicated left, dedicated right, and two through lanes. Every one will be used. Thats what theyre for.
@jeremiahreal35252 жыл бұрын
this was very helpful, thank you
@YUMBL2 жыл бұрын
Thanks for watching :)
@beastateverythin2 жыл бұрын
10/10 intro 😂
@YUMBL2 жыл бұрын
Thanks a lot! :)
@hcesar2 жыл бұрын
Your knowledge and tips are remarkable but you haven't truly provided a real suggestion on how to make traffic use all lanes, instead you just gave some valuable tips on how to avoid the need. Traffic coming from 1 lane road to, let's say, 6 lanes road won't ever get distributed. They will pick a lane based on the exit (the closest possible) and sticky to that. The only option you have is to force traffic to go straight and keep traffic from different merged sources on separated lanes but at some point you would have to allow it to change lanes so they can exit on wherever they want. I'd like to see some more tips on how to fine tune lane usage as I have never seen a 6 lanes road which wasn't a waste.
@YUMBL2 жыл бұрын
Did you miss the part about how traffic chooses a lane based on where its going? You have to make sure the vehicles all have different destinations.
@hcesar2 жыл бұрын
@@YUMBL yes, I saw the entire video twice. My point is that the title of the video is a little bit misleading. I haven't learned how to make traffic use all lanes. Instead, I learned a lot of things about how to avoid traffic altogether. Apparently, there is no easy way to force cars to get distributed to multiple lanes that finish at the same point.
@YUMBL2 жыл бұрын
Your problem is the “finish at the same point”. Give them multiple endpoints. Multiple routes. That is absolutely discussed in the video. And that is how you do it. I’m sorry you want a trick or something. Its not a trick. Its good design within a predictable system.
@max-lee2 жыл бұрын
I love your crosswalk markings.
@YUMBL2 жыл бұрын
Thanks! Intersection marking tool is wonderful
@uCruz_2 жыл бұрын
Oh man, I really wish my computer was good enough to run this game with some mods, I love those rodas that have some decals that makes it more realistic but dahm that must consume your memory
@YUMBL2 жыл бұрын
48gbs ;)
@uCruz_2 жыл бұрын
@@YUMBL yea my puny 8gbs can't handle, and even you with 48 experience lag, although is only when zoomed in
@YUMBL2 жыл бұрын
Zooming out is where the frame loss is. Too many polygons on screen
@wbcc33882 жыл бұрын
All that's missing from the beginning is Mike and the 'bots.
@YUMBL2 жыл бұрын
Who and the what? I’ll bring em next time 😂
@wbcc33882 жыл бұрын
@@YUMBL Mike Nelson and his robot friends from "Mystery Science Theater 3000". The frequently make fun of 1950's type educational films.
@YUMBL2 жыл бұрын
Oh, gotcha! I didnt know the name :)
@88Ejob2 жыл бұрын
useful as always YUMBL, and with a proper expalin in this messy game XD
@YUMBL2 жыл бұрын
I’m glad to help! :)
@Mythriak_2 жыл бұрын
10/10 intro LOL
@YUMBL2 жыл бұрын
Thanks! It was real fun to make :)
@ohlsen19732 жыл бұрын
How about a diverging diamond interchange? How do they work in cities skylines?
@YUMBL2 жыл бұрын
They do, and I have a video about it :)
@erroneousjoe13012 жыл бұрын
7:22 Cities Skyline stew, yum :)
@Genouine132 жыл бұрын
Actually, traffic system in CS is really broken. Honestly, it's totally unrealistic shit. But it's a price to low CPU consuption.
@YUMBL2 жыл бұрын
Its definitely not broken. Just know that its a system that can be understood.
@TOTAL457 Жыл бұрын
Great video. Worth being a Patreon.
@ValKinman2 жыл бұрын
Nice video, thanks. Have to ask - where did you get those shared-wall rowhouses/townhouses? The ones in your residential district that are basically a solid block of townhouses. Is that a mod, or where? Thanks! Also great intro style, that was funny :D
@YUMBL2 жыл бұрын
Thanks a lot! The buildings are by smilies in the steam workshop I think.
@kylecantley2 жыл бұрын
Omg your mods are *chefs kiss
@alienamzal4772 жыл бұрын
Very Well made video
@YUMBL2 жыл бұрын
Thanks a lot! :)
@MoreDeiftwaser2 жыл бұрын
I've seen Road Hierarchy have great effect in my city. I don't know hwy people say that it doesn't worl
@fotismouchourtis47652 жыл бұрын
Very clever intro😉…. excellent video 👍🏻
@YUMBL2 жыл бұрын
Thanks a lot! Much appreciated :)
@insanlutfi2 жыл бұрын
This is very good
@AMV12S2 жыл бұрын
When I got this traffic, I just split the bigger road in two smallers and put a tunnel in the middle to bypass the intersection 🥴🤣
@nathan76272 жыл бұрын
0:44 no one talking about how he totally ran that red?
@JH-vm2rh2 жыл бұрын
This is an amazing intro 👏
@YUMBL2 жыл бұрын
Thanks a lot :)
@Rwdphotos2 жыл бұрын
If a cim will choose non-vehicular transit given the opportunity, then to what effect does the “free public transit” policy have on their choice? This policy seems to imply it’s not a total given that people will choose their leggos to move around.
@lukasmax69842 жыл бұрын
I love traffic xD
@YUMBL2 жыл бұрын
Same ;)
@plaxci2 жыл бұрын
Same! I personally feel like it adds a touch of realism and problem solving here and there. :D
@PanFaworek2 жыл бұрын
Awesome video explaining a lot of important stuff, but still there is a problem with the traffic mechanic. Citizens very often do dumb stuff which sometimes contradicts the theory of "choosing the shortest/fastest route". Let's say There are 2 lanes for turning left into 2 lanes after the intersection and then they split into left and right turn. A wise thing to do would be to choose the left lane at the first intersection if you want to turn left at the second one. But in my city I observe a complete madness, where the guy that was on the left lane, after the first intersection changes the lane to go right, and the other one that was on the right lane, changes to the left. And they stop in the middle of the road and the intersection is stuck. There is no game mechanic or a mod that allows you to fight that if you want to make a free-flowing right turn from the opposing side, because if you prevent them from changing lanes after the first intersection, cars from the opposing side turning right won't be able to turn left at the second intersection. It doesn't make any sense.
@zuthalsoraniz67642 жыл бұрын
Couldn't you allow the cars from the free-flowing right turn lane to change lanes after the first intersection, but not the ones from the other left turn lane?
@emilianobustamante5013 Жыл бұрын
The intro sounds like undertime slopper lol
@PhattyMcdugen2 жыл бұрын
Nice video! Keep up the good work!
@YUMBL2 жыл бұрын
Thank a lot!
@Corujamaster2 жыл бұрын
Both these links are the same. It would be nice to have the actual Road Hierarchy link. Thanks for your videos! Road Hierarchy Explained: kzbin.info/www/bejne/fqGvc5SvfrtorrM City Starts Explained: kzbin.info/www/bejne/fqGvc5SvfrtorrM
@YUMBL2 жыл бұрын
Fixing it now!
@joemulkerins52502 жыл бұрын
Yumbl is thee man
@DynamicHobbiesYt2 жыл бұрын
At 3:56 what road texture pack is that?
@YUMBL2 жыл бұрын
I use “USRP” highways
@YodaWasSith2 жыл бұрын
11:00 "Please don't say it's the intersection's fault," and "I know what you're thinking, a roundabout would work here." It is the intersection's fault. I understand you induced the traffic there by diverting a section of highway through the back roads, but say you have a situation where residents and truck traffic are merging together at a 4-way intersection and all trying to cross one another. The solution isn't necessarily a 4-way intersection, it's likely not a roundabout either as there's simply not sufficient traffic from the East-West collector. The solution to this scenario would be a simple overpass, you have through-traffic that needs to get to the highway and you have traffic that needs to join as well as cross that, but at a much smaller volume than that of the through-traffic. So give it a direct route and force the smaller volume to merge with it. Don't smack a roundabout in and call it good, think for a second about the types of traffic you're moving and how it needs to move. If it's just headed straight for the highway, don't impede it in any way if possible. I forgot to also mention, something you accidentally did there at 11:00 was demonstrate how important it is to plan your road network around what you plan on zoning in that area. You've clearly dictated this area is residential and thus light residential and some commercial traffic is expected at the 4-way, not the full industrial and commercial traffic of 4 different districts (I assume) trying to get through the intersection and hogging 1 lane for miles and miles to do so.
@christianmead5432 жыл бұрын
City skyline citizens jay walk?? Damn these people are menaces
@rachymn78832 жыл бұрын
PC: could there be a mod to solve this problem👹 Console: 😡 shut up!
@YUMBL2 жыл бұрын
All these options and concepts apply to all players :)
@Housestationlive2 жыл бұрын
great intro. too bad you said that you won't do it again ^^
@casmatori2 жыл бұрын
Hierarchy has an "R" sound in it.
@YUMBL2 жыл бұрын
I so do not care 🤣
@micklogan54892 ай бұрын
Hi beginner here. At 2:07 there’s a pedestrian crossing in the middle of a road nowhere near an intersection. How is that done?
@YUMBL2 ай бұрын
I think I used the mod “node controller”. If you’re not playing on PC you can use a different road type. The walk will happen at the transition imgur.com/a/add-crosswalks-middle-of-roads-SiYJl
@KubicaMr2 жыл бұрын
Mostly you are right in theory of road planning etc. But in this particular case you really can`t make traffic use all lanes like in IRL, you just say you got traffic jam, it`s your fault (which mostly is) and build bike lane or make public transport and rebuild roads so you fit in a way cars move in CS. Don`t know why but the traffic AI behave like typical american road user (and far as my typical american driver stereotype is right) THEY DONT LIKE TO CHANGE LANES and ones who change lanes looks like maniac. Like in Europe there is rule that if you arent overtaking or turning left in a moment you must use far right lane so you dont block faster cars so when other vehicle is faster he can overtake you easly and also cars can use all lanes rather then just sit at 1 lane and wait 3-4 light cycles to pass junction.. But in america even on highway you pick any lane and stay on it until your destination. And this game has the same problem, changing lanes is undesirable. Even if you calculate route at spawn once, rather than calculating route constantly game could take into consideration choosing other lane which is empty and follows the same direction and then after crossing junction merge into desirable lane, and we know it can be done because in your example there are like 4 nodes which allow vehicles to change lane. So this game has flaws like no considering other lanes which go in the same direction and then change lane before next juncition and changing lanes is wrong because nodes allow only tight lane changes and when you go 20km/h its fine, but on highway or faster roads cars slow down and make tight lane change to fit inside node when changing lanes, insted just make process smoother and faster but exceeding nodes boundaries.
@YUMBL2 жыл бұрын
I’m not sure where you heard that Americans don’t like to change lanes but it’s bizarre and false.
@mts52012 жыл бұрын
I love his videos so much... such great attention to detail and the explanation is on point. And god I love his arterial road asset... i looked through everything in his collection and I failed to locate it. But it really is good road and the info given here is top notch for game and reality. Thank you 🙏🏼
@YUMBL2 жыл бұрын
Thanks a lot! The arterial is in the “big urban roads” pack
@mts52012 жыл бұрын
@@YUMBL thank you so much!!! And YES i got it now I watched ur other video that mentioned it! Thank you so much, keep up the great work! Love the content!
@doormaat50332 жыл бұрын
What are these black roads you use? I tried searching through your collections but I can't seem to find it. Thanks!
@YUMBL2 жыл бұрын
I have a video called “dark roads” that explains it
@xOzymandias2 жыл бұрын
I need help, I can't find my assets in game. Tried find it. Nothing. I subbed to some commercial stores, the mixed use buildings and they're not appearing in game
@YUMBL2 жыл бұрын
Make sure they appear in the “content manager” to make sure theyre really subbed, then look in find it under “growable/rico”
@xOzymandias2 жыл бұрын
@@YUMBL yeah they're in content manager. So they appeared after I first subbed, I "add to local" modified workers/homes on realistic pop. Saved left game, when I tried to play again I can't find them at all 😕
@YUMBL2 жыл бұрын
Look under the ploppable rico buildings maybe. Icon in the UI
@xOzymandias2 жыл бұрын
@@YUMBL the freaking loading screen mod that assets off for some reason. I never toggled that option. Thank you so much for your time you're awesome!
@JonCole2 жыл бұрын
i saw this video in my feed and audibly exclaimed "oooooooh", i guess this is exactly the kind of yumbl content i love haha
@YUMBL2 жыл бұрын
I’m glad to hear it! This was a fun one :)
@buckrodgers11622 жыл бұрын
It's just too bad the 'Road hierarchy' don't work in Transport Fever 2. Because no matter what, most cars use only 1 lane, and stoplights do nothing more than cause major backups.
@silverczaja2 жыл бұрын
ye, but if you work with a flawed system, with sims picking roads ahead of time, instead of adjusting, there is no way you can ever win fix the base system paradox
@YUMBL2 жыл бұрын
Give them another route. Thats your job. Thats the solution.
@nickfunkmaster Жыл бұрын
My newbie solution has been to eliminate the traffic light, and let them all go at once! haha Is there a big downside to doing that though?
@YUMBL Жыл бұрын
A good traffic light is more satisfying and realistic :)
@wulphstein Жыл бұрын
I like characters from the 1950's.
@jonm30242 жыл бұрын
Ok... but so, if everyone is going to the highway, the only benefit to using higher capacity roads is that they go a little faster, right? Cause they are still gonna only use the one lane.... Would you get higher throughput using 2 little roads instead of one big one? That way you force the traffic into 2 lanes, and use similar space... (2x25=50) > (1x40=40) Or even better, like 3 onramps... (3x80=240)
@YUMBL2 жыл бұрын
No. The only reason the traffic was all going to the highway was because I deleted a section of the highway forcing all the traffic through the city. The point overall was that traffic picks lanes based on destination. Design your city so the cars are NOT all going to the same place.
@herbie_the_hillbillie_goat2 жыл бұрын
How did you set the default highway speed to 70? Mine is 65 by default.
@YUMBL2 жыл бұрын
The USRP highways come that way
@dominikvincentlatsch35162 жыл бұрын
awesome video! thanks a lot! one question: what roads are you using? I like the way they look!
@YUMBL2 жыл бұрын
These are “big urban roads”.
@dominikvincentlatsch35162 жыл бұрын
Thank you so much!@@YUMBL
@uicanitza21962 жыл бұрын
What sorcery of roads are those you have? With left turn lanes and stuff. I don't have them. Why? :)
@YUMBL2 жыл бұрын
Theyre in the steam workshop.
@wizmiaburjkhalifa64812 жыл бұрын
I hate it when my sims protest to defund the police and then when I do it they get mad at the high crime rate