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Cars driving through timed traffic lights #297

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originalfoo opened this issue Apr 29, 2019 · 9 comments
Closed

Cars driving through timed traffic lights #297

originalfoo opened this issue Apr 29, 2019 · 9 comments
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confirmed Represents confirmed issue or bug invalid Not a valid issue TRAFFIC LIGHTS Feature: Traffic lights - toggle, timed, etc

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@originalfoo
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originalfoo commented Apr 29, 2019

Solution

If road segments are too short, it breaks the traffic lights. So make the road segments longer (either use Move It mod or just rebuild with longer roads) to fix the problem of cars ignoring traffic lights.

Summary: Vehicles driving through timed traffic lights

Screenshot: https://i.imgur.com/rwNqSwz.jpg

Savegame: https://steamcommunity.com/sharedfiles/filedetails/?id=1726503145

Shadertheboi 19 hours ago
I just realized after the recent update, there is a minor bug in regards to the timed traffic lights. Not sure if any one of you out there also has this bug.

https://i.imgur.com/rwNqSwz.jpg

I have set the timed traffic light as so. However except for vehicles heading eastwards, the rest of the vehicles heading north, south and west, they do not follow the timed traffic script as I set. So if the lights are red and not in their favor, cims would still drive forward as if the lights are green in their favor.

This only happens to the roads heading north, south and west in this intersection, roads heading to the east works just fine.

Did I did something wrong or did I accidentally adjust some settings unknowingly?
Please advise. TIA!

aubergine18 [author] 12 hours ago
Is it just that one specific junction that's causing the problem? If so, could you share your save game [github.com] and we'll see if we can reproduce and fix the bug.

As an interim solution, try rebuilding the roads at the junction.

Shadertheboi 4 hours ago
https://steamcommunity.com/sharedfiles/filedetails/?id=1726503145

yup i did rebuilt the roads, even removing roads from the intersection and combining them witjh the 2-way 4-lane avenues... however, still to no avail...

@originalfoo originalfoo added BUG Defect detected triage Awaiting issue categorisation labels Apr 29, 2019
@krzychu124
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Regards to traffic lights I think that there is too short segment to properly detect traffic lights.

Zrzut ekranu (173)
That little change, using Move It resolves the problem with ignoring traffic lights on this particular intersection 😃

Additionally, incompatibles checker found one incompatible mod: Network Nodes Editor [Experimental] but I didn't checked what it does.

Other unrelated things below 😄 :

  • much more interesting is the number of active citizen units on screenshot below.

strange

How and why there are 114k units while there is only 35k population??

@originalfoo
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Additionally, incompatibles checker found one incompatible mod: Network Nodes Editor [Experimental] but I didn't checked what it does.

It was an early attempt at something like Move It, but it NNE causes phantom nodes, segments, etc. (that screw up the pathfinder) which is why it's on the incompatible mods list.

much more interesting is the number of active citizen units on screenshot below.

Lots of users have been reporting issues with this sort of thing in the main C:SL discussions section on Steam recently. I've followed a few discussions about the issue and it doesn't seem specific to TM:PE, so maybe it's some other mod causing it? Some users mentioned that a recent Steam update to C:SL seems to have caused it, I'm not sure if that is the vanilla game that got updated or a mod.

There is a possibility that it's stuck tourists, a bug recently discovered in vanilla game by @chronofanz - see #273. Try his CrazyTouristsFix mod from Workshop to see if that reduces the citizen unit count.

other but not mentioned issue are floating/flying cars

I think it was @DaEgi01 who was having a flying cars problem in the Discord chat (#issues room, complete with screenshots). He tested with and without TM:PE and found he had the same issue. So again, doesn't seem TM:PE related

@originalfoo originalfoo added confirmed Represents confirmed issue or bug invalid Not a valid issue and removed BUG Defect detected triage Awaiting issue categorisation labels Apr 29, 2019
@Shadertheboi-zz
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thank you so much for your help!

@originalfoo
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Hi,

A while ago we were looking at one of your C:SL save games in a TM:PE support ticket. We noticed that there was an issue with vehicle limit and have since identified some broken vehicle assets that cause that problem.

A list of the broken vehicles can be found in TM:PE wiki here: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Broken-Vehicle-Assets#breaks-vehicle-spawning

If you encounter vehicle limit issues on small/medium cities, unsubscribe those vehicles if you have them, or use the TM:PE 'despawn' features to clear all vehicles as a quick fix whenever required.

@Shadertheboi-zz
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Alright! I will take a look at it. Thanks so much!

@originalfoo originalfoo added the TRAFFIC LIGHTS Feature: Traffic lights - toggle, timed, etc label Aug 11, 2019
@s2500111
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Would definitely appreciate if this issue would be fixed, maybe by checking the next 2 nodes for traffic lights, so that 1 short segment isn't that big of a problem?

they do it in my city here, and I can't simply make the segments longer without fundamentally changing the looks of this intersection ...
https://youtu.be/rwXoJDRcZko

@s2500111
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s2500111 commented Dec 27, 2019

Also has anyone an idea, why this is happening? Are cars simply ignoring the light? Or are they detecting the light only when they enter the segment and are not able to come to a stop at the light, so they overshoot it and enter the junction?

Edit: if the segment is to short, cars are unable to brake and overshoot the intersection, therefore running the light. Lowering the speed limit in the short segment is a relatively simple workaround fixing the issue.

@krzychu124
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krzychu124 commented Dec 27, 2019

Yes, if vehicle will fail to stop before entering intersection then its flag is changed to 'leave junction'

Edit: as you noticed effectiveness of traffic light is related to length of segment and current speed of vehicle - it needs enough space to stop.

@benrr101
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Just ran into this issue with my city and Employee 432's diverging diamond interchange. I also noticed that if the traffic lights don't render because the segment is too short, the cars will ignore the signal as set up in TMPE.

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confirmed Represents confirmed issue or bug invalid Not a valid issue TRAFFIC LIGHTS Feature: Traffic lights - toggle, timed, etc
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