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cshmech

Second Lieutenant
3 Badges
Sep 22, 2014
155
41
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
Ok. I found (what I think are) two similar mods..

Traffic Manager (which I am using now): http://steamcommunity.com/sharedfiles/filedetails/?id=427585724

Traffic++ : https://steamcommunity.com/sharedfiles/filedetails/?id=409184143&searchtext=

I found Traffic manager to be extremely useful. Especially timed traffic lights and ability to change lanes (dedicated turning lanes and vice-versa) and priority signs/yield/stop. However while playing it I found that the vehicles don't exactly obey the lane symbol after its changed. Sometimes it does and sometimes it doesn't. I added a priority sign to an incoming ramp, which was working as a stop sign, and the vehicles would still stop and go there, even though the other two were in yield. Basically, i can change whatever i want but its not necessary that the vehicles exactly follow it. However the timed traffic lights have been extremely useful and it works perfect. I've been using this to solve major traffic backlogs!

Has anybody used Traffic++...? What are your opinions on this one? From what I skimmed through, it looks like they are similar in function.
 
Ok. I found (what I think are) two similar mods..

Traffic Manager (which I am using now): http://steamcommunity.com/sharedfiles/filedetails/?id=427585724

Traffic++ : https://steamcommunity.com/sharedfiles/filedetails/?id=409184143&searchtext=

I found Traffic manager to be extremely useful. Especially timed traffic lights and ability to change lanes (dedicated turning lanes and vice-versa) and priority signs/yield/stop. However while playing it I found that the vehicles don't exactly obey the lane symbol after its changed. Sometimes it does and sometimes it doesn't. I added a priority sign to an incoming ramp, which was working as a stop sign, and the vehicles would still stop and go there, even though the other two were in yield. Basically, i can change whatever i want but its not necessary that the vehicles exactly follow it. However the timed traffic lights have been extremely useful and it works perfect. I've been using this to solve major traffic backlogs!

Has anybody used Traffic++...? What are your opinions on this one? From what I skimmed through, it looks like they are similar in function.

Sometimes you have to wait a few minutes and when you make amendments to the roads it will affect your settings. It also has a few bugs with saving lanes. For Traffic++, as much as I love the features, it is sadly not compatible with Traffic Manager and can permanently affect your savegames. Traffic++ makes changes to your savegame so that the mod must be activated in order to play the savegame (or you must use ghost mode). The good thing with Traffic Manager is that it creates a new file so that if you remove it the savegame will return to it's original status.

I prefer Traffic Manager because it does not break savegames like Traffic++ does.

Source on not breaking save games:

http://steamcommunity.com/workshop/filedetails/discussion/427585724/617335934132517941/
 
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yeah traffic manager i think is the way to go.... and yeah the changes can take a while to kick in cause the cars coming to your intersection from the other side of the city already have their path programmed into them - so all the cars on the whole map take their original path and use what ever lanes were in place at the time they were spawned....
 
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The thing that made me switch to traffic++ over manager was how they manage change lanes. Traffic++ allows nodes to be edited as well as intersections. Manager as of v1.04 only allows intersection changes so traffic will use the default lanes up until the last segment before the intersection. Traffic++ is also better at visualising where your lanes actually change to. With manager you have to guess a bit if it's more than a4 leg intersection. Traffic++ draws lines between lanes so you can see exactly how the configuration works.

I really wish though that traffic++ would implement the way traffic manager saves a file that can be deleted instead of breaking games if you delete it. However ultimately i would return to manager over traffic++ if the author adds the node editing and does a similar visual aid for intersection Lane changes. I don't really care for additional Road types or a mod that will break save game if you delete it/a patch breaks it.
 
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The thing that made me switch to traffic++ over manager was how they manage change lanes. Traffic++ allows nodes to be edited as well as intersections. Manager as of v1.04 only allows intersection changes so traffic will use the default lanes up until the last segment before the intersection. Traffic++ is also better at visualising where your lanes actually change to. With manager you have to guess a bit if it's more than a4 leg intersection. Traffic++ draws lines between lanes so you can see exactly how the configuration works.

I really wish though that traffic++ would implement the way traffic manager saves a file that can be deleted instead of breaking games if you delete it. However ultimately i would return to manager over traffic++ if the author adds the node editing and does a similar visual aid for intersection Lane changes. I don't really care for additional Road types or a mod that will break save game if you delete it/a patch breaks it.

That is the only advantage of using Trafic++ mod. The fact that it messes up with your savegame is a deal breaker for me. So for now, I think im satisfied with traffic manager. Either Traffic mnager should implement 'changing lanes to' option or Traffic++ should change their code. IMO, i dont see the later happening. Its easier to tweak a mod in the next update i guess (I have little knowledge of modding). Hope, both the modders are reading these opinions...

Its fascinating how much micro-management is required in transport just to make the city function well. 'Changing lanes to' has a critical role in traffic backlogs because of the stock game.
I added a priority sign to an incoming ramp, which was working as a stop sign, and the vehicles would still stop and go there, even though the other two were in yield.
I think this problem is primarily because the vehicles incoming needs to go to another 'left' lane and they chose to yield to the coming traffic???

I still think Paradox should have paid a little more attention to detail on the transport system. Its very important for a city to function better. I've said this before, best road builder would be something that mimics the RHM2.0 mod in CXL. If they are okay with aping the basic gameplay from SC4, why not ape a mod like RHM?
 
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When you say that T++ messes with savegames, are you referring to the fact that the custom roads (small gravel, pedestrian road, small busway, large busway) will break without the mod (it can be run in Ghost Mode - fixed a few weeks ago - to overcome this issue) or the data that's stored in the save file (which will be completely ignored by other mods and shouldn't affect them if T++ is in ghost mode)...?

With the recent addition of the lane customiser, it should be possible to alter the way those custom roads work - make them less 'hard coded' and so on, there are a lot of ideas already being pondered in this respect. There's some infos on the next release in this post: http://steamcommunity.com/workshop/filedetails/discussion/409184143/617335934137060218/

As for TM vs. T++, the two mods are trying to achieve different things IMHO. TM has a great set of features, which work well for the scenarios in which they were envisaged (mostly grid layout cities), whereas T++ is a bit more dynamic in its approach. A good example is to compare the lane routing of TM (toggle left, right, ahead - which gets confusing on complex intersections) with the T++ approach: http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964594991573/

T++ now has a small team of beta testers and other helpers to ensure that releases are more reliable, and the code is starting to be cleaned up as better implementations of core functionality are developed. The upcoming release further improves vehicle restrictions and adds speed limit customisation. The subsequent release will likely tackle road markings, after which I would assume "Crossings"-like functionality will be added. There has also been a great deal of discussion about priority lanes and traffic light management; if these features are added it's likely that they'll take a different approach to TM - for example, rather than timed traffic lights, which is somewhat cumbersome, it's likely that the timings (and grouping of traffic lights) will be piggybacked off the priority lanes to some extent.
 
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I've used both, and have liked both. If you go with TM be aware of there's a bug causing infinite intersection timer countdowns, which means the timings won't work if it crops up in your city.
 
Both mods now work side by side. The guy who makes Traffic manager has made a compatability mode for his mod so it will work with traffic++. The only change is that when you have both enabled, you are not able to use traffic managers (lane change) But you can still change lanes through traffic++. so best of both worlds. these two + public transport manager and I am in heaven lol