joaofarias / csl-traffic

A WIP mod for Cities: Skylines to improve traffic.
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Enhancements to existing features #52

Open originalfoo opened 9 years ago

originalfoo commented 9 years ago

Due to a brief moment of masochistic insanity, I watched a several "lets play"-style videos featuring T++ and noted the areas of confusion when using the mod.

A recent example: https://youtu.be/o28KxLhg1LM?t=8m54s

Based on this and other feedback, I've compiled the following suggestions...

Lane changer (intersection routing)

General:

Example: I've customised destinations for one source on a one-way 2-lane road, the other source still indicates its game default connections.

Editing an intersection:

Switching between source & destination mode:

Switching between intersection / lane editing modes:

Lane customisation:

Selection modifiers:

Customisation state:

Road customiser button:

Could this be enabled by default in mod options for new users?

Things for me to do:

Nefarion commented 9 years ago

Maybe a feature to set "Default" speeds for a street? Because having to select the whole highway network to make them go 140 is a bit much...

originalfoo commented 9 years ago

@Nefarion : I've been pondering default speeds for different types of road - IMHO that would be better implemented as part of a bigger feature that also includes things like road textures, localised signage, etc. I'll post note on this in #31 - Settings Tab.

originalfoo commented 9 years ago

From #61 @joaofarias:

I'm working on making vehicles take road changes into account immediately. It's working nicely for vehicle restrictions but the intersection routings are causing weird despawns - I'm not changing anything in the pathfinding, only in the AI classes so it shouldn't create any conflict.

Very much looking forward to this (many users currently consider it a bug because they don't see immediate visual feedback). Is it just doing it for vehicles already on the changed road (priority pathfind update) or is it also doing it for vehicles further away (queued pathfind)?

Also it would be sweet if vehicles could be discouraged from lanes faster than the vehicle's own max speed; again this is about user perception - a slow vehicle holding up traffic is perceived as a bug :/

joaofarias commented 9 years ago

Vehicles update their path as they reach changed roads - those already there update immediately, of course.

I also want to make vehicles account for lane speeds - in a first phase by type of vehicle and later on by their actual speed (since these can be set in custom assets) - and avoid congested roads when calculating paths.

Regarding the first post, I'll get back to you later on that.