Traffic Light Phasing in Cities Skylines 2 vs Cities Skylines 1 (plus mods)

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Doddibot

Doddibot

Күн бұрын

Пікірлер: 54
@nagliuza
@nagliuza 10 ай бұрын
Playing CS2 made me appreciate TM:PE much more than I used to. Can't wait for mods on CS2....
@tdwsvillage2161
@tdwsvillage2161 10 ай бұрын
Great video! I really had hoped CS2 would improve some aspects of traffic lights, but this just reminded me and confirmed that it didn't.. apart from the "improved" collision prevention
@An_Economist_Plays
@An_Economist_Plays 10 ай бұрын
I did learn something and have a better understanding of TMPE's capability. Thank you!
@Doddibot
@Doddibot 10 ай бұрын
If Y-intersections are the only way to get protected turns in vanilla, does that mean hexagonal grids are the best?
@FluffyAdmiral
@FluffyAdmiral 10 ай бұрын
That was a first thought I had when you talked about this in your video.
@zerioification
@zerioification 10 ай бұрын
For the 3 phases light, does the Y intersection need to be 120° angle? Or does it work with 90° + 135° + 135°?
@JeonHerbivore
@JeonHerbivore 10 ай бұрын
Hexagons are the bestagons
@roberthn9079
@roberthn9079 10 ай бұрын
​@@JeonHerbivoreJust wanted to make this comment, until I saw it had already been done
@triparadox.c
@triparadox.c 10 ай бұрын
They need to implement the lane feature from TMPE (where you can draw what lane can go to what lanes at an intersection). They also need us to be able to set the custom traffic lights with dedicated turn light.
@krcprc
@krcprc 10 ай бұрын
Nice summary, didn't even know about those TMPE keyboard shortcuts! I often plan traffic signals for intersections where left turns are much stronger on one side than the other. I use an approach common in Central Europe: 1 side all lanes, than just the straight lane with opposite straight lane and than opposite side all lanes. Bit more complicated but efficient!
@LeeHawkinsPhoto
@LeeHawkinsPhoto 10 ай бұрын
Great breakdown! You also get 3- or even 4-stage lights in CS1 vanilla depending on how many roads meet, and whether they meet at 90 or 180 degree angles.
@TheSeb12345
@TheSeb12345 10 ай бұрын
Looking forward for your videos on cities skylines 2 👍
@_ch1pset
@_ch1pset 9 ай бұрын
I didn't know Y junctions had 3 phases in vanilla. I'll definitely be keeping that in mind, moving forward!
@pwhnckexstflajizdryvombqug9042
@pwhnckexstflajizdryvombqug9042 10 ай бұрын
Did you know that in cities skylines 1 with TMPE, if you set the stages to a minimum time of 0 seconds (for each) and then leave it on more waiting than driving, the game will automatically jump around between the stages, choosing the one that lets the most traffic go (or at least it will skip every step that doesn't have enough traffic waiting). You can then adjust how much traffic needs to be waiting for it to change to that state, by adjusting the slider bar. This works really efficiently on intersections with very low traffic volumes, as the lights will change immediately for all arriving traffic. It also works really well on lights with a lot of states when most of them are not normally needed. It's also great for public transport priority because setting the slider bar to an extreme value on the public transport state, makes the lights always switch to that state as soon as a PT vehicle shows up. It doesn't work that well for really busy intersections, because some directions may not get a light for several cycles and you have to manually adjust the slider to fix it (which can often be difficult to get right). It's really easy to over do the slider and make it never change from one state even if practically no vehicles are driving. I made a really wide intersection with a split carriageway, (therefore two leg pedestrian crossings) and from memory about 40 different states, one for every combination of movements and pedestrian phases possible. It did actually work, the only problem was it was holding buses up on the minor road and I didn't know at this point that you could fix that by moving the slider bar.
@triparadox.c
@triparadox.c 10 ай бұрын
I swear when I played CS1, I messed quite a bit with TMPE. I thought of that trick, but a bug or something happened where it would skip some of the steps or something. I can't exactly recall, but I remember setting it to 0 (and yes, I did tweak the condition to switch to the next state) didn't work. It might be because of the mod was not up to date when I was doing that (maybe recent CS update broke some of the traffic). Either way, it wasn't working well for me when I tried that.
@pwhnckexstflajizdryvombqug9042
@pwhnckexstflajizdryvombqug9042 10 ай бұрын
@@triparadox.c It can be a bit hit and miss, I think you have to have the latest version of TMPE. I got it working extremely well just the other day. The other thing it does, it will change to a state that lets only the necessary lights go green for the relevant traffic, meaning you can have two varients of the same step, but one with no right turn and the pedestrian crossing instead, and the other with the right turn and no crossing. The lights will default to letting the pedestrian go, and only change to let right turning traffic go if there are vehicles waiting to turn right.
@gfv74
@gfv74 9 ай бұрын
I had no idea about presets in TM:PE. That’s going to make things so much quicker! Thanks for this helpful video.
@sphereron
@sphereron 10 ай бұрын
Wow I needed this video years ago when I was playing mostly CS1
@PColumbus73
@PColumbus73 9 ай бұрын
I sometimes use TM:PE to do lead-lag intersections, where if you have a primary road with protected left turns, one side will get a green arrow at the start of the green cycle for the primary road (lead) and the other side will get the green arrow toward the end of the green cycle for the primary road (lag). Usually, there is a gap between the leading and lagging arrows for thru traffic to pass through the intersection.
@Wistbacka
@Wistbacka 10 ай бұрын
I was very disapointed to not see full teaffic manager implemented in CS2 as a standard.
@azertycraftgaming
@azertycraftgaming 9 ай бұрын
Great video, I love when people talk about traffic lights phases
@jobw
@jobw 10 ай бұрын
Allowing right turns whenever possible is more dangerous for pedestrians especially on high volume. If there is a dedicated right turn lane the pedestrian green should be protected. Same for left turns.
@Doddibot
@Doddibot 10 ай бұрын
Indeed, see my previous video about pedestrians at lights. But in the game, danger isn't really an issue.
@jobw
@jobw 10 ай бұрын
@@Doddibot Cool, your videos about intersections are very in-depth - like!
@Mr-dm5we
@Mr-dm5we 10 ай бұрын
It's a very great and informative video overall for new players, so I decided to expand upon it. Speaking about vanilla cs1 Y-intersections, as I've discovered this trick while improving flow in my vanilla map, even though it appears like a normal 3-phazer, it doesn't have any particular order to follow. As I observed, it can sometimes skip a phaze when it thinks there are more cars stacked on another side, so for example it can execute phazes in an adaptive order like 1-2-1-3-2-3-... instead of the fixed 1-2-3-1-2-3... rule. I think it has to do with a different approach the vanilla game has when deciding who and when is gonna move based on traffic queues (works fine in theory but it was often getting it wrong when cars were hogging 1 lane from one side, so they were registered as a smaller volume and they couldn't get a phase resulting in a long tailback). I was experimenting with different vanilla junction configurations when playing without mods, so I know you can split some TL phazes in 4-way intersections as well under certain conditions. If you manage to build your roads like this or this __/__. __|__ \. \ the top and bottom directions will get separated, resulting in 3 phazes total. I'm theorise that this \/__ | should get everyone a phaze (4 total) based on the previous logic, but I haven't proved it yet experimentally. There should be some interesting 5-7 way configurations as well, but you can do your research on your own. With CS2 which has more liberal road mechanics, there must be more ways to torture the game with this type of stuff, so we should survive until TMPE 2 comes out if we really want to)
@Doddibot
@Doddibot 10 ай бұрын
You're right, vanilla lights don't really have a timer as far as I know. As such they would behave like TMPE lights when minimum time is set to 0, essentially skipping a phase if no traffic is flowing.
@Mr-dm5we
@Mr-dm5we 10 ай бұрын
​@@DoddibotYeah, you can also trigger this mechanic if you build 4+ way intersections in some peculiar way, I wrote rhe details while extending my comment above
@rayzy4715
@rayzy4715 10 ай бұрын
we need turing lanes (pocket lanes) at all intersections. in base game, pre-set. to function like a real-life multi-lane traffic light intersections. then have the option to choose between the different configurations and length (time) also.... the ability change parking lane to driving lane near intersection. also. also..... clear lanes.(can/cant park depending on time(and becomes driving lane)) between time X and time Y.
@traattatata7973
@traattatata7973 10 ай бұрын
not seeing more options for traffic lights in vanilla cs2 was quite a letdown. IMO, what they really need is not even full capability of the tmpe with lanes etc, but rather simple implementation of filter arrows. These would change so much immediatedly.
@user-wq9mw2xz3j
@user-wq9mw2xz3j 10 ай бұрын
I had no idea of three stage lights for vanilla Y intersections either, I think most players never knew of it.
@KimForsberg
@KimForsberg 10 ай бұрын
I really wish CS2 would have defaulted to protected lefts at larger intersections. But, mods seems to be coming already, even without the official mod support, that fix this, so should be OK.
@123yole
@123yole 10 ай бұрын
Thanks to the good explanation. I could see how cars move on a intersection in CS2. It looks they are having better gap control as you mentioned. I expected all cars would not suddenly disappear before they find a parking space in CS2, but they still do?
@tinyrodent2821
@tinyrodent2821 10 ай бұрын
I think the despawning traffic is like CS1, where they despawn to reduce traffic (which you can disable in TM:PE). So if they have nowhere to park (curbside or parking bays), they'll despawn so as to prevent them driving around and causing traffic. I would assume that a mod like TM:PE in CS2 where you can disable despawning would result in a lot drivers endlessly driving until they find a space, or abandoning their cars in the road.
@123yole
@123yole 10 ай бұрын
@@tinyrodent2821 Thanks for the info. My custom mod program for cs1 also has despawning restriction in congestion (probably severer than TMPE), but I could make smooth traffic. So it is surely makes it harder, but it's not impossible to achieve good traffic even if banned any of despawning (the AI and road design may need to have more sophisticated logic in that case though) By the way, What about the opposite thing. Do cars spawn from nowhere on roads or entrance of subway stations?
@tinyrodent2821
@tinyrodent2821 10 ай бұрын
@@123yole Are you working on a pack for CS2? I've not witnessed any vehicles popping in, having followed many of my citizens. But it makes me wonder, what happens to the cars and people who despawn, where do they go? do they get removed all together?. Next time I see a jam happening I'll track a few cars and locate their residences to find them after they despawn
@123yole
@123yole 10 ай бұрын
@@tinyrodent2821 No. I haven't even played the game so far. I just assume how much work I will need if I make CS2 programming mods, and collecting the info for that.
@matthewparker9276
@matthewparker9276 10 ай бұрын
​@@tinyrodent2821 no, in CS2, vehicles will only respawn if they can't find a path to their destination, unlike in CS1 where they would despawn if their journey was taking too long. In this way CS2 is more similar to TMPE than vanilla CS1.
@romanrat5613
@romanrat5613 10 ай бұрын
Does having dedicated left turn lanes not change the traffic phasing in CSII? I would've thought this would be implemented
@_ch1pset
@_ch1pset 9 ай бұрын
Unfortunately no. One way around this is the Y junction as in the video, another is to use one-way roads. A third option, which works best for space constrained intersections is using a roundabout. A fourth option is to use the jug-handle, popular in New Jersey, where you remove left-hand turns from intersections entirely, but they need a way to loop back around either with a slip-lane, a cloverleaf, or quadrant intersection.
@smokeysky
@smokeysky 10 ай бұрын
TMPE is sooooo much better then the vanilla shit in 2. specily with adding a turn lane... as now its automatic and it often goes 1 lane when you want 2. plus what the fudge happend to bicycle lanes? i had a cyle highway in 1 and 60% used PT, walked or cycled. it was awesome to see that many cyclist without a traffic jam! Now its gone 😢
@radar_the_fox
@radar_the_fox 9 ай бұрын
time to start building jughandles until TM:PE comes out XD
@chillies4156
@chillies4156 10 ай бұрын
Nice video
@claudetheclaudeqc6600
@claudetheclaudeqc6600 10 ай бұрын
We should see higher values next, 5 to 8 (8 being the maximum branches in cs1)
@pwhnckexstflajizdryvombqug9042
@pwhnckexstflajizdryvombqug9042 10 ай бұрын
What horror. 5 way and 6 way intersections suck, they are traffic black holes. I can't imagine how much of a pain 8 ways is.
@traumatizedtrailblazer
@traumatizedtrailblazer 10 ай бұрын
I cannot follow. I'm so confused....
@PtrkHrnk
@PtrkHrnk 10 ай бұрын
The audio is a bit too quiet, the commentary especially.
@tajothy2692
@tajothy2692 10 ай бұрын
before i can not programm my traffic lights by myself i will not buy cs2
@benoconnormusic
@benoconnormusic 10 ай бұрын
CS 2 is garbage. Trash graphics and too much to list… sticking with CS1
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