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Samson1971

First Lieutenant
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Apr 6, 2015
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There are several options to choose from among the "Segment-Properties" in "Forward Required/Forbidden" as well as in "Backward Required/Forbidden", some of them are understandable also for me who doesn't speak English very well.

But what does the selection "Invert" make clear it reverses what, but what exactly, which options are evaluated and then vice versa?

Can someone please explain this to me in more detail?

Maybe also the various other options, because I don't know them all.

"End" has something to do with the end of a street,"Bend" has something to do with the angle of two street segments to each other, these two options can be found again in the "Nodes-Properties" and also here are options to choose from which I don't quite understand, e. g."AsymForward" or "CustomTrafficLight".

It would be really nice if you could get more information and examples.

Also under the "Lane-Properties" there are different options for the "Lane-Type" which I would understand from the logic but probably does not work, is the option "PublicTransport", when should you use this "Lane-Type", I tested it with various network types but it doesn't make any sense.

An example, when I set the lane type of a lane to "PublicTransport" for a lane from a road, only one thing happens that no single vehicle uses this lane any more, except for emergency vehicles.

So please, could someone explain this a little bit more exactly, or at CO you could extend the Cities-Wiki?

Thanks.


Translated with www.DeepL.com/Translator
 
Hello Samson1971,

I don't have the answers to all your questions but I can help you along.

"Invert" is for left-hand drive (LHD) or right-hand-drive (RHD) traffic. In the default roads, this property is used to control the different placement of props for RHD and LHD traffic. By default, the game automatically reflects horizontally the model and textures. You can override this behaviour by specifying another model for RHD traffic.

You are right about "End" and "Bend". You can make use of these properties to specify different models for the end of the road and bend. For example, you can technically create a small cul-de-sac at the end and switch to double solid white lines at bends. See the 3rd picture in my Neighbourhood Street for an example of this - https://steamcommunity.com/sharedfiles/filedetails/?id=1228385705

I think the "Lane Type" as "PublicTransport" is for non-road vehicles like trams and monorails, but I can't be sure.

I can explain one more - "Transition". This property is used in the default highways to enable different models at junctions/intersections - one model is used when joining its own type of road (highway), and another model used when joining other types of roads.
 
Well, thanks for the info so far.
That with the "Invert" yes, that's true so far, that it has to do with the left and right traffic, but also with the asymmetrical roads, because as you already described it correctly, the street is mirrored along its Z-axis or, to be more precise, rotated by 180 degrees, because the texture is also mirrored/turned.

The thing with the "Lane-Type""PublicTransport" has nothing to do with the Monorail or Tram, because when you look at such a template in the Road-Editor, the "Lane-Type" of Tram is set to "Vehicle" and "Vehicle Type" on "Tram" and the same thing with the Monorail, only here "Vehicle Type" is set to "Monorail".

Well, I am still testing it all because I'm working on a German tutorial for the "Road-Editor".

I know "AsymForward/Backward" also has to do with asymmetric roads.

The setting "TrafficLights" comes into effect when there are traffic lights at a crossroads.

The settings "StopLeft/Right" & "StopLeft/Right2" are meant for the roads, one for bus and the second for the tram.

"CustomName" this becomes active as soon as you have assigned your own name in the game of a street.

"HeavyBan, BikeBan & CarBen" are now also known to me

"Collapsed" is also clear when it becomes active.

"Create, Delete and Original" when they become active is not yet known to me.

"Untouchable, WaitingPath, PathFailed, Pathlength, Access Failed, Taffic Start and Traffic End" are still unknown to me, I have already tested these parameters with test road in the game without any effect.

"TrafficStart/End" might have something to do with a crossroads again, but I haven't tested it more closely yet.

"LevelCrossing" is always active when two different networks cross each other on the same level, unfortunately the crossing of tram and train is not possible with it, is probably programmed in the game that these two must not cross each other.

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