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Thanks for the update, love the UI that made it easy to go around and check/resolve any junctions that it detected issues with!

Hopefully, in the future we can get some additional lane modification options such as control over tram lanes.
 
I'd love to have an option to allow cars to enter blocked junction. When there is a big intersection every 2 car is stopping :( dzięki! ;)
I believe you are looking for something like Traffic Lights Enhancement Alpha which modifies traffic light and vehicle/pedestrian intersection behavior.

This mod Traffic is used to modify lane direction/connections.
 
I'd love to have an option to allow cars to enter blocked junction. When there is a big intersection every 2 car is stopping :( dzięki! ;)
I believe you are looking for something like Traffic Lights Enhancement Alpha which modifies traffic light and vehicle/pedestrian intersection behavior.

This mod Traffic is used to modify lane direction/connections.
No, in CS1 TMPE was capable of changing junction settings. I think that this mod is going to be like TMPE.
And Traffic Lights Enhancement Alpha modifies only traffic lights.
 
I loved this mod since day one. Then I started noticing vehicles u-turning everywhere, even where there's no configurable lane connection, and pedestrian-only roads been accessed by everyone. So I disabled it.
I still love it, but I'm missing a few additional options.
 
I loved this mod since day one. Then I started noticing vehicles u-turning everywhere, even where there's no configurable lane connection, and pedestrian-only roads been accessed by everyone. So I disabled it.
I still love it, but I'm missing a few additional options.
The fact you see u-turn doesn't mean it's used normally. It's used for emergency otherwise vehicles could despawn when approaching traffic accident in certain conditions.

A quick note about despawning personal cars, since I noticed almost no one knows about it (if nothing has changed in recent patches): despawned car will be remove from the household, so household will be forced to buy a new one (walking to a car commercial store or buy "on-line") if public transport in the city is poor (travel times are relatively high). That's why after some time in a city with lots of traffic jams, everyone is switching to public transport - they simply no longer have their car so they are forced to use different form of transport to at least calculate how bad it is.
 
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A quick note about despawning personal cars, since I noticed almost no one knows about it (if nothing has changed in recent patches): despawned car will be remove from the household, so household will be forced to buy a new one (walking to a car commercial store or buy "on-line")
Oh wow, this is a major bug that needs to be fixed. Thanks for pointing that out.
 
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Not sure what you are referring to. Losing despawned car is not really a bug, IMO. It encourages you do you something about it.
I’m referring to a household losing their car when it despawns as a bug. Despawning makes sense as a feature to avoid infinite gridlock when two vehicles get “stuck,” but the cars should still be available to be used by their owners in the future after they despawn.
 
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What exactly do you mean?
Not every despawned vehicle is lost. There are certain conditions when it works like that but there is quite obvious problem with resetting.

Let's say citizen has a car, parked near his house. He goes somewhere but couldn't find parking spot. What do to with the car? Citizen can be reset and force to try again, but returning a car can be problematic. The question is: where it should be "parked"? Pocket cars are not possible in CS II. All parking spaces around the house could be taken, which actually raises another problem - how far is too far for a parking space near home (translating: how much CPU/frame time can be wasted on finding empty spot).
 
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This mod is very basic, I hope they release the TM PE mod for Cities Skylines 2 as it was a very complete mod and widely used in Cities Skylines.
Thank you for summarizing near half year of work on this mod. Not sure what you mean by "they" but this is the successor of TM:PE (I'm the maintainer of TM:PE :p ).


I hope that priority signs feature will be released in the next update, though I need to improve compatibility with upcoming Road Builder mod, it's hard to say how much time it will take.
 
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Gracias por reanudar casi medio año de trabajo en este mod. No estoy seguro de qué quieres decir con "ellos", pero este es el sucesor de TM:PE(soy el mantenedor de TM:PE :pagag).


Espero que la función de señales de prioridad se lance en la próxima actualización, aunque necesito mejorar la compatibilidad con el próximo mod Road Builder, es difícil decir cuánto tiempo llevará.

Gracias por resumir casi medio año de trabajo en este mod. No estoy seguro de qué quieres decir con "ellos", pero este es el sucesor de TM:PE(soy el mantenedor de TM:PE :pag ).


Espero que la función de señales de prioridad se lance en la próxima actualización, aunque necesito mejorar la compatibilidad con el próximo mod Road Builder, es difícil decir cuánto tiempo llevará.
Antes que nada, quiero agradecerte tu trabajo en el mod Cities Skylines TM PE y el trabajo en el mod actual. Con "ellos" me refería a la persona que creó ese mod, pero ahora veo quién eres . A lo que me refería en el comentario anterior es que, por ejemplo, en el TM PE de CS (Cities Skylines 1) tenías varias opciones para gestionar el tráfico. Una de ellas era establecer los horarios en los que querías que un semáforo estuviera en verde. Esta era la opción que esperaba encontrar, ya que tenía una intersección muy transitada en la que quería controlar el horario del semáforo (más abajo te muestro fotos de CS para que entiendas de qué hablo ). La verdad es que si incluyeras todas las formas de gestión del tráfico que había en el TM PE de CS, realmente sería de gran ayuda. Gracias por tu atención y tu trabajo.
Ps: la primera foto muestra las herramientas que tenia, y la segunda foto muestra la función para programar los semáforos.
 

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