It drives me nuts! Yes it's realistic for it to happen sometimes, with chances increasing depending on signage and road marking ware. However it happens way too much. I don't like using big roads because people just pick any lane until they reach the intersection and then change into whichever. It happens, yes, but not this often. I prefer to use two lane one way streets with the occasional 3rd turning only lane so I can control the flow more realistically.
I get that they tried to make it realistic, but it should only be a few cars doing it and not Everyone. Dedicated lanes do nothing because the traffic backs up to the other lanes always. And the biggest problem is the traffic lights are smart so when they start doing this lane changing at the intersection, the traffic lights see the low flow of cars and switch to the next cycle. Causing massive queues
7:25 Biffa deletes car from Trailer, Trailer blocks all traffic. Biffa builds Roundabout, Trailer is still there blocking everything. Biffa is displeased removes Roundabout ... 12:14 Biffa finaly deletes the missed trailer and my internal screaming stopps
I think your hierarchy maybe part of the issue here. You've got those huge high-density areas (with the suburban ring cul-de-sacs between them), and there's no connectivity. Anybody who wants to go from one area to the other has to go onto the main road, down to one of those major junctions, down another big main road and another junction. You're essentially funnelling all the traffic onto those major arterials where just one or two additional connecting roads would probably take most of the load off them. I remember watching you build that area and thinking "he's going to regret not adding a linking road there - that's a huuuuuuge block of cul-de-sacs"
The last minute lane switches are bad, but worst of all to me is the random and constant U-Turns. They'll stop in the middle of the road and cross the solid double yellow to make an illegal U-Turn. They'll hold up traffic behind them for eternity too. It drives me mad.
Biffa, the intersection mod provides lane connectors which FORCE traffic in a lane to go into ONLY the lane connected, but you keep on thinking of it like TMPE turn control. If you want dedicated turning lanes you have to connect it to ALL possible destination lanes. In one instance you force all the traffic to turn into the right most lane and then all the cars use a roundabout to do a u-turn. In many places you create a dedicated left turn but don't give the right lane the option to go straight into both lanes. For a second you got it in the middle of the video but then you forgot again. You need to remove parking on roads with traffic problems as they block through traffic. You need to be careful of small road segments, as you often have cars doing lane changes immediately after the intersection (you can use move it to see them). Also remember you can create super nodes and roads above other roads in CS2
what we're missing is yellow hatched boxes to stop cars entering junctions unless their exit is clear. they just get stuck and block each other. must be audi drivers ;)
Yep. 👍 welcome to stop signs and other such things in southern USA traffic as well. 😆 “no you go first” “no you.” Repeat for 20-40 min. till some one appears and honks at them.
i dont think you realize it happens irl. Well, at least with my dad and another ego driver. Real thing, sat for 20-30 minutes, even turned off his car, because the other car coming opposite direction wouldnt back off. On a two-way one lane road (due to traffic work on the other lane). 😅
Hey Biffa, I have a suggestion for an area of New Brewburgh, not sure if this is a really dumb idea. In one of your next episodes you should build a medium to large sized neighborhood in the general shape of a semicircle butting up against downtown (after you’ve started on downtown), make it a partial extension of downtown, and call it Old Brewburgh. Use the oldest looking buildings you can find and make it almost all mixed use residential buildings. Use a very small grid over the whole area, but instead of having every street open to cars, alternate pedestrian and vehicle streets in both directions, using the smallest streets; also line all the streets with mature/old trees. Use all medium rise buildings so it looks like it is the oldest part of downtown New Brewburgh. Have one main road going through the middle into downtown, and have the area partially separated from downtown by a narrow park that is made up of a few paths, picnic areas, and filled with mature trees; across the main road also separating them, have a large narrow transit area with room for bus/tram/subway/taxis. Make this neighborhood have a very cramped feeling because it has no parks on the inside, it’s just surrounded by a strip of park, and be a quaint area where the artists and students congregate. At the corner of the edge of both downtown and this old town you should build a large university district with the University of New Brewburgh located here. This should be a large university that will be New Brewburgh’s main school, and it should have a mix of historic and modern buildings. The area should look like it still is the original town but it has been getting restored over the years and should be a very walkable area with lots of options for transit. The back story of the semicircle is that the full circle was the original Brewburgh and when Brewburgh exploded in growth, this area was getting overrun by downtown’s expansion, so people who grew up there protested and saved the town, although they were too late for half of it. Now this area can be the cultural center of New Brewburgh with it all being a historic site. I would love it if you would do this, and I’m also sure you would love all the detailing you would get to do:)
So much need for pedestrian bridges on those ring roads... Having a pedestrian phase takes too much time away from the cars... Time for a walking super highway?
@BiffaPlaysCitiesSkylines yeh so ive seen full vid now. Mod does need a change/fix for the stoppages. A little annoying as is. Maybe a delete traffic brush/circle so you can quickly reset the issue. Then again itll keep happening when the cims make the random choices?
I updated the Despawn mod to give some options to allow despawns in unrecoverable scenarios. You can toggle the despawn logic type in the settings menu.
@vexal well if this is legit the modder, thankyou for your work! And making a quick fix. I think this mod will be highly used as most people hate the despawning and love the traffic management aspect to the game.
I've just recently got CS2 for myself and I gotta say... traffic management / behavior is my biggest pet peeve so far. The lane set-up when you just build your road network is so weird and funky and if it wasn't for mods, you'd not even be able to really change anything. We urgently need a fully functional TM:PE Mod, not just the lane connector (which doesn't always properly work for me either for some reason).
I feel that are certain roads that needs to be deleted. Like the 1st junction fixed, all i feel is to change the road right of the jiunction and make it come off the arterial instead
Is there an equivalent of "Do not enter blocked intersections" in CS2? I'm glad to see disable despawning. Traffic management is a fun part of cities skylines for me. I enjoy fixing traffic jams. I could spend hours just tweaking a single timed traffic light until the traffic flows perfectly. Can't wait until timed traffic lights get added to CS2.
7:58 these interactions aren't realistic though. Real people will figure out how to get out of an intersection not sit there for hours waiting for each other.
That's a weird thing, but i caught myself thinking it's a shame how unrealistic these things need to be sometimes to keep the traffic flow at a good level. Like all those "dedicated lanes" for traffic circles, weird instnances of amount of lanes not changing but having a dedicated turn lane and stuff. But weird u-turns in a weirdest place possible across double solid are just horrendous. PS: i know there might be the case where something similar happens, but its not the way it goes usually. And i know it's kind of required to be that weird in game due to nodes and stuff.
I know it's been 3 months since this video was uploaded but I wanted to share a solution to keep the "on/off ramp" junction instead of a boring 4 way road junction The weird thing with the dirt rod from 38:45 can be solve borbiding the left/right turns on each road. Is a weird thing, the game allow them to do U turns because it detect is a t junction. Also, because dirt roads are 2 ways streets it allow to cars cross from side to side of the main road (making even worse the traffic since all cars have to do 2 stops on the main road and another extra stop where all 3 dirt roads join) After making sure cars only turn the way they are intended to do (for both side of the road to avoid cars crossing from right to left sides of the road) using line mathematics (3 --> 1 out remains 2 --> 1 in, turns into 3 (make sure to do on both sides)) traffic should flow with no major interruptions
The only reason why despawning mod is tough right now is because we don't have proper TMPE ways to solve the issues yet. Also for some reason the roundabouts are really inefficient and they ignore yield signs a LOT. Also when you setup a slip road on an intersection, make sure to also select "remove unsafe" and not only "remove u turn" because they WILL go right on a left only.
It hurts to see a fellow brit doing right hand drive traffic! 😂. I thought I wanted no despawning cars until I watched it in practice! Cars despawning that are totally stuck would be ideal and leave the rest
Dirt road custom wishbone junction: just remove the ability to turn from one half of the wishbone to the other... but sorted by the new junction with lights so cool beans! For your dedicated lanes thing with the _Traffic_ mod remember to take away the unsafe turns as well as U-turns and you won't get cims hanging rights from your left only lanes, cheeky blighters that they are! Great entertainment as ever mate. Keep em' coming.
Why when you build city in skyline 1 you build pedestrian overpass now in the skyline 2 i never see you build over pass. Would that solve significant amount of traffic problem, lights, crossing , complicated traffic light , even with the hardcore despan one . One more thing how many cross do you have on that juction 33:11
Woot - thanks Biffa, good to see an almost proper traffic fix in CS2. Maybe pause and clear an intersection before fixing it? Though you have to see the mess first ... it's a bit of a different rhythm.
I remember a rule you always followed in CS1 but not sure it would work in CS2. Never have crossings at any intersections. Always worked better for me. Move it down or put a crossing going overhead. Maybe that would help here. So many crossings at all of the intersections. Had some good laughs today with you 🤩😂
Remember what was learned from the Michigan Left / Kettlebridge Right. Adding. Around 22:00 with the U turns, having a median stops them. The T interchanges can also benefit from reduced phases by eliminating the left at the interchange moving them to dedicated U turn lanes. Consider the Michigan Left a super stretched put roundabout, having these one after another all down busy roads works but is a pain to implement in CS.
Hey Biffa, terrific video! You inspired me to give the no despawn mod a try. It looks like it has been updated with more options since you made the video. I love it! I have been playing all afternoon and spending tons of time fixing traffic. I feel that this level of traffic management is really missing from the base game.
it's actually interesting to see how the trucks are programmed. it's literally the load that is being dragged along by the front portion, meaning that each has their own physics calculations rather than physics being calculated for the entire truck.
I think, on the traffic lights, CS2 is using a traffic responsive light, meaning it changes phase based on traffic behaviour. This seems to work for automatic phasing because the groups of cars will cause the lights to work as if you'd phased them.
I think the ways CS2 does multilane roundabouts is causing problems. As far as I can tell, it works like treating the roundabout like a regular intersection, including which lanes go where. But on a roundabout, road segments are shared between different incoming directions, so if a car drives on the leftmost lane in order to turn left, it will still be driving on the leftmost lane when they need to turn off the roundabout, crossing two lanes in the process. In the Netherlands, multilane roundabouts I've come across solve this by letting lanes spiral outwards so that you're always in the rightmost lane when you need to get off (or if you're not, all lanes to the right of you are forced right turns only).
If you have a roundabout and a lit of pedestrians crossing, you can create a node on every road a few meters away from the roundabout and move the pedestrian crossing there and also implement traffic lights to let cars and pedestrians cross separately without interfering. Got that idea from spain, they do it the same way there.
At 41:35 you have a bus going some place that i dont think it was supossed to go. You'll probably have fixed it already, im a bit late ;). Great Vids! Keep it up:D
I like how turning off uturns solves many problems. not saying it translates well for real scenarios but it is effective for the traffic ai. it just gets stuck and doesnt bother doing rash human like decisions like nudging or inching or having coordination. lol
I found removing the crossings on my roundabouts plus dedicated lanes as you've used runs roundabouts very well. I also remove them from all busy junctions I put crossings in on long sections of roads so it will be interesting to see how this mod affects my city
Anytime you have a car crossing a pedestrian crossing at an angle (coming of a roundabout, turning, funky intersection), I think there is a risk of a car and a pedestrian blocking each other as a corner of the car blocks the crossing but the pedestrian then blocks the car from going through. And that gives you the random cars stopped that look like they are stopped for no reason.
10:13 When you make left/right from three lanes road the top lane (where the parking was ) in asymmetrical road is not connected. You can switch lanes when you enter the road, but not at the traffic lights.
You can stop the u-turns with the traffic mod. There is likely a tiny intersection where two segments of straight road meet. Select ctrl+r, then try to click where the u-turns are taking place. You should be able to select it and then remove the u-turns.
If you want the "old" cars to take on the new rules, delete the whole road up and down the connection. At least 5 nodes away from what you're changing. That seems to do the trick, stops you from fiddling around and deleting cars almost at random.
This is the exact same issue i had with the cargo harbor. Basically every time i made a slight modification even just uupgrading a section to a 5 lane rd it would then make all the traffic change their pathing to a completly unsuited rd like an ally or something. Try upgrading that and their pathing changes again to another rd. Round and round in circles i went and each time they would change which entry and exit into the harbor they used.
Hello Biffa. One thing that may stop traffic is the crossings. There are too many crossings. Like the ones close to the bridge where it shouldn't. Remove crossings.
Now we need to be able to prohibit vehicles from entering blocked intersections and proper traffic yielding. I had some time to experiment with this mod yesterday. \traffic lights seem pretty de rigeur to minimize gridlock at intersections.
28:24 well what you actually need to do is disable rule braking behavior. In real life, what would happen is þat if someone breakes þe rules and þey get stuck like þat, one of þem would back up and allow þe oþers to go, but since þe game doesn't allow for þis, þey end up in a forever jam. If you disable rule breaking, and I þink þere was a mod for þat, þey wouldn't get stuck in þe first place.
I have a pathway I use to connect to other cites at edges for my population flow. Subway and train stations as they enter. The taxis only come in to drop off and do a Uturn out. My population is at 489,000 at 58,000 moving in an hour. I have minimal traffic throughout my city. A few spots get jammed. Highway I use for industry and commerce areas. Fixed my traffic issues this way.
I've played mostly vanilla about 2000 hours. I believe when a person dies while driving the police and road services can just never path to the incident, making the game unplayable without despawning traffic.
I've just started playing again after about 5-6 months. I have to say the game is definitely moving in the right direction now. Is this officially the first proper traffic fix vid? 😋
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i stoped talking about that topic Traffic. In one word Biffa CHAOS. Crazyness. and total Hokey Bokey. Like you would call it.
12:12 ive been screaming at the monitor for 5-10 mins that trailer is the cause of the traffic. i felt a relief once he saw it and deleted it. 🤣🤣
It is annoying how he can't see it.
Noones perfect 😉
🤓should have gone to specsavers🥸
I don't think he even realized how long it had been there, causing problems...
Came to the comments to see if he'd eventually seen an fixed it haha :P Thank you for saving me the frustration :P
I really wish the cars didn't switch lanes last second. IT'S SO FUSTRATING!!!
welcome to the real world.
the game is too realistic
It drives me nuts!
Yes it's realistic for it to happen sometimes, with chances increasing depending on signage and road marking ware. However it happens way too much. I don't like using big roads because people just pick any lane until they reach the intersection and then change into whichever. It happens, yes, but not this often. I prefer to use two lane one way streets with the occasional 3rd turning only lane so I can control the flow more realistically.
Welcome to city life. Welcome to real life. People do this all the time. It’s called “cutting people off”. 😆
I get that they tried to make it realistic, but it should only be a few cars doing it and not Everyone. Dedicated lanes do nothing because the traffic backs up to the other lanes always.
And the biggest problem is the traffic lights are smart so when they start doing this lane changing at the intersection, the traffic lights see the low flow of cars and switch to the next cycle. Causing massive queues
No despawning!? He’s back!!
Hey CPP! Oh man...this is a tough one lol. 😂😂😂
lol
@@BiffaPlaysCitiesSkylines Would you have it any other way? It was fun to watch you sort it all out!
Thankyou ☺️ 🙏
The trailer. The trailer! THE TRAILER!!!!
Oh, the trailer!
Gahhhhh!
I was screaming at you, Biffa😂 i absolutely love your series and always have. But the hecking trailer!😅
Every great movie needs a trailer😅
This video can be summed up as:
Can Biffa fix traffic by leaving abandoned trailers in the middle of the road? No.
7:25 Biffa deletes car from Trailer, Trailer blocks all traffic. Biffa builds Roundabout, Trailer is still there blocking everything. Biffa is displeased removes Roundabout ... 12:14 Biffa finaly deletes the missed trailer and my internal screaming stopps
Came here tell about the trainer as well, thank you for letting me know the exact time my agony will be resolved ❤😂
@@loraliefinlay8681 warning he keeps doing it throughout the video 😂
I think your hierarchy maybe part of the issue here. You've got those huge high-density areas (with the suburban ring cul-de-sacs between them), and there's no connectivity. Anybody who wants to go from one area to the other has to go onto the main road, down to one of those major junctions, down another big main road and another junction. You're essentially funnelling all the traffic onto those major arterials where just one or two additional connecting roads would probably take most of the load off them.
I remember watching you build that area and thinking "he's going to regret not adding a linking road there - that's a huuuuuuge block of cul-de-sacs"
The last minute lane switches are bad, but worst of all to me is the random and constant U-Turns. They'll stop in the middle of the road and cross the solid double yellow to make an illegal U-Turn. They'll hold up traffic behind them for eternity too. It drives me mad.
Biffa, the intersection mod provides lane connectors which FORCE traffic in a lane to go into ONLY the lane connected, but you keep on thinking of it like TMPE turn control. If you want dedicated turning lanes you have to connect it to ALL possible destination lanes. In one instance you force all the traffic to turn into the right most lane and then all the cars use a roundabout to do a u-turn. In many places you create a dedicated left turn but don't give the right lane the option to go straight into both lanes. For a second you got it in the middle of the video but then you forgot again. You need to remove parking on roads with traffic problems as they block through traffic. You need to be careful of small road segments, as you often have cars doing lane changes immediately after the intersection (you can use move it to see them). Also remember you can create super nodes and roads above other roads in CS2
Looking at the junction you put in a small round about with a trailer just sat there as you deleted the car pulling it ;)
YES!! and it f*ed the hole street and he never realized X'D
This video really brings me back to 2019, when I discovered this youtube channel and was obsessed with your traffic-fix type videos. Great memories!
In my experience, one lane roundabouts work the best in this game because there is no possibility that they block each other
Apart from when they ignore road signs and the randomness the ai has for realism kicks in 👍
what we're missing is yellow hatched boxes to stop cars entering junctions unless their exit is clear. they just get stuck and block each other. must be audi drivers ;)
Audi, Range Rover or Merc drivers for sure
"No no that doesn't apply to me."
"It's realistic"
- 2 drivers, wordlessly staring at each other at a crossing for hours, producing gridlock on their own.
Yep. 👍 welcome to stop signs and other such things in southern USA traffic as well. 😆 “no you go first” “no you.” Repeat for 20-40 min. till some one appears and honks at them.
Watch some youtube dash cam videos. People will literally do this because they are "right" and "have it on camera" 🤷
i dont think you realize it happens irl.
Well, at least with my dad and another ego driver.
Real thing, sat for 20-30 minutes, even turned off his car, because the other car coming opposite direction wouldnt back off. On a two-way one lane road (due to traffic work on the other lane).
😅
Good to have this type of video back. Feels like the Cities Skylines mojo is coming back. I like it.
Glad to hear it! Thanks :-)
American solution, spaghetti, red light, roundabout, wide road... European solution pedestrian zone, tram, bus, cycle path, metro, passenger train....😂
Hey Biffa, I have a suggestion for an area of New Brewburgh, not sure if this is a really dumb idea.
In one of your next episodes you should build a medium to large sized neighborhood in the general shape of a semicircle butting up against downtown (after you’ve started on downtown), make it a partial extension of downtown, and call it Old Brewburgh. Use the oldest looking buildings you can find and make it almost all mixed use residential buildings. Use a very small grid over the whole area, but instead of having every street open to cars, alternate pedestrian and vehicle streets in both directions, using the smallest streets; also line all the streets with mature/old trees. Use all medium rise buildings so it looks like it is the oldest part of downtown New Brewburgh. Have one main road going through the middle into downtown, and have the area partially separated from downtown by a narrow park that is made up of a few paths, picnic areas, and filled with mature trees; across the main road also separating them, have a large narrow transit area with room for bus/tram/subway/taxis. Make this neighborhood have a very cramped feeling because it has no parks on the inside, it’s just surrounded by a strip of park, and be a quaint area where the artists and students congregate. At the corner of the edge of both downtown and this old town you should build a large university district with the University of New Brewburgh located here. This should be a large university that will be New Brewburgh’s main school, and it should have a mix of historic and modern buildings. The area should look like it still is the original town but it has been getting restored over the years and should be a very walkable area with lots of options for transit. The back story of the semicircle is that the full circle was the original Brewburgh and when Brewburgh exploded in growth, this area was getting overrun by downtown’s expansion, so people who grew up there protested and saved the town, although they were too late for half of it. Now this area can be the cultural center of New Brewburgh with it all being a historic site. I would love it if you would do this, and I’m also sure you would love all the detailing you would get to do:)
So much need for pedestrian bridges on those ring roads... Having a pedestrian phase takes too much time away from the cars... Time for a walking super highway?
Just wait for the (eventual) bikes too!
@@FreakyFerret hopefully!!!! Wouldn't be surprised if it was our Christmas present...
YAAAAAY! Biffa, traffic fix extraordinaire is back! So happy the games getting into a great space.
Indeed! 😁
@BiffaPlaysCitiesSkylines yeh so ive seen full vid now. Mod does need a change/fix for the stoppages. A little annoying as is. Maybe a delete traffic brush/circle so you can quickly reset the issue. Then again itll keep happening when the cims make the random choices?
I updated the Despawn mod to give some options to allow despawns in unrecoverable scenarios. You can toggle the despawn logic type in the settings menu.
@vexal well if this is legit the modder, thankyou for your work! And making a quick fix. I think this mod will be highly used as most people hate the despawning and love the traffic management aspect to the game.
I'm showing that new stuff off in the next video 👍😁
I've just recently got CS2 for myself and I gotta say... traffic management / behavior is my biggest pet peeve so far. The lane set-up when you just build your road network is so weird and funky and if it wasn't for mods, you'd not even be able to really change anything. We urgently need a fully functional TM:PE Mod, not just the lane connector (which doesn't always properly work for me either for some reason).
I feel that are certain roads that needs to be deleted. Like the 1st junction fixed, all i feel is to change the road right of the jiunction and make it come off the arterial instead
Is there an equivalent of "Do not enter blocked intersections" in CS2? I'm glad to see disable despawning. Traffic management is a fun part of cities skylines for me. I enjoy fixing traffic jams. I could spend hours just tweaking a single timed traffic light until the traffic flows perfectly. Can't wait until timed traffic lights get added to CS2.
Tonight! Biffa fixes an intersection. Biffa fixes another intersection. And Biffa fixes a round-a-bout.
Biffa saying “we’re either doing traffic lights or round about, that is American” is the most American thing he ever said
7:58 these interactions aren't realistic though. Real people will figure out how to get out of an intersection not sit there for hours waiting for each other.
All because of the one car you didn’t delete 😂
Edit: He fixed it at 12:15.
7:53 I wonder if he ever noticed the trailer hanging in in the cross walk by itself causing pandemonium. haha
at 12:14 he did. 🤣
The trailer on the roundabout was the only issue haha
Dr. Biffa unclogs the arteries on patient Cities Skylines 2. Love these videos!
That's a weird thing, but i caught myself thinking it's a shame how unrealistic these things need to be sometimes to keep the traffic flow at a good level. Like all those "dedicated lanes" for traffic circles, weird instnances of amount of lanes not changing but having a dedicated turn lane and stuff.
But weird u-turns in a weirdest place possible across double solid are just horrendous.
PS: i know there might be the case where something similar happens, but its not the way it goes usually. And i know it's kind of required to be that weird in game due to nodes and stuff.
I know it's been 3 months since this video was uploaded but I wanted to share a solution to keep the "on/off ramp" junction instead of a boring 4 way road junction
The weird thing with the dirt rod from 38:45 can be solve borbiding the left/right turns on each road. Is a weird thing, the game allow them to do U turns because it detect is a t junction. Also, because dirt roads are 2 ways streets it allow to cars cross from side to side of the main road (making even worse the traffic since all cars have to do 2 stops on the main road and another extra stop where all 3 dirt roads join)
After making sure cars only turn the way they are intended to do (for both side of the road to avoid cars crossing from right to left sides of the road) using line mathematics (3 --> 1 out remains 2 --> 1 in, turns into 3 (make sure to do on both sides)) traffic should flow with no major interruptions
Well, basically, Biffa, you’re just deleting cars 🤓🤓🤓
😂😂😂
😅
Very good Traffic fix Biffa 😊
Thank you 👍
The only reason why despawning mod is tough right now is because we don't have proper TMPE ways to solve the issues yet. Also for some reason the roundabouts are really inefficient and they ignore yield signs a LOT. Also when you setup a slip road on an intersection, make sure to also select "remove unsafe" and not only "remove u turn" because they WILL go right on a left only.
It hurts to see a fellow brit doing right hand drive traffic! 😂. I thought I wanted no despawning cars until I watched it in practice! Cars despawning that are totally stuck would be ideal and leave the rest
I Love newbrewburgh series ❤
I love traffic fixes... just something so... satisfying.
Need to start upgrading those public transport mate 😂
It’s not a big deal if cities have traffic jams! Besides, all cities in real life have traffic jams!
Dirt road custom wishbone junction: just remove the ability to turn from one half of the wishbone to the other... but sorted by the new junction with lights so cool beans!
For your dedicated lanes thing with the _Traffic_ mod remember to take away the unsafe turns as well as U-turns and you won't get cims hanging rights from your left only lanes, cheeky blighters that they are!
Great entertainment as ever mate. Keep em' coming.
I think this was one of the best CS2 videos I've seen yet, love it.
Thankyou 😊
Sooooo happy. Send tor traffic fixes to Biffa people
You got to go back to do other's city traffic fixing! It was so satisfying to watch! I kinda miss it!
At 3:59 it's so silly, in the real world somehow they would come to an agreement and the dead lock would be gone.
Welllllllll, not always lol ;-)
@@BiffaPlaysCitiesSkylines Well, police would be called at some point and it would resolve one way or another.
Ooo, yes yes, exactly what my migraine head ordered for this thunderstorming afternoon: a Biffa traffic fix! 👊
Why when you build city in skyline 1 you build pedestrian overpass now in the skyline 2 i never see you build over pass. Would that solve significant amount of traffic problem, lights, crossing , complicated traffic light , even with the hardcore despan one . One more thing how many cross do you have on that juction 33:11
38:39 turn left turns on the two bits of dirt roads that are coming of the main road
Woot - thanks Biffa, good to see an almost proper traffic fix in CS2. Maybe pause and clear an intersection before fixing it? Though you have to see the mess first ... it's a bit of a different rhythm.
Need the option to stop vehicles entering a junction like in TMPE
Love a traffic fix!
Thanks! This is a pretty touch one to be honest :-)
Yeah, it looked tricky, chasing it around and just moving the issue! Nice work clearing it up :) (manual despawning ftw!)
Only if actual road construction and fixes could be nearly as quick. Takes weeks to get basic pot holes filled.
I remember a rule you always followed in CS1 but not sure it would work in CS2. Never have crossings at any intersections. Always worked better for me. Move it down or put a crossing going overhead. Maybe that would help here. So many crossings at all of the intersections. Had some good laughs today with you 🤩😂
Remember what was learned from the Michigan Left / Kettlebridge Right. Adding. Around 22:00 with the U turns, having a median stops them. The T interchanges can also benefit from reduced phases by eliminating the left at the interchange moving them to dedicated U turn lanes. Consider the Michigan Left a super stretched put roundabout, having these one after another all down busy roads works but is a pain to implement in CS.
Thanks for another video Biffa! It's always a good day when you upload
My pleasure! 👍😁
Thanks Biffa! Always a great watch.
Such a great episode, love to see traffic fixes!
See the trailer, see the trailer!!!!!!😂
Hey Biffa, terrific video! You inspired me to give the no despawn mod a try. It looks like it has been updated with more options since you made the video. I love it! I have been playing all afternoon and spending tons of time fixing traffic. I feel that this level of traffic management is really missing from the base game.
I am so happy with these new vids of yours thx Biffa!
Glad you like them!
I see the game is still broken. Thank you Biffa for showing that so clearly.
it's actually interesting to see how the trucks are programmed.
it's literally the load that is being dragged along by the front portion, meaning that each has their own physics calculations rather than physics being calculated for the entire truck.
Gotta luv biffa, lets use a mod so nothing despawns then just delete everything that gets in the way😅😅😅 luv it
Its always so satisfying Fixing traffic For some reason!
Biffa fix time! Why I fell in love with your channel oh so long ago.
I think, on the traffic lights, CS2 is using a traffic responsive light, meaning it changes phase based on traffic behaviour. This seems to work for automatic phasing because the groups of cars will cause the lights to work as if you'd phased them.
I realised this when I tried to create a diverging diamond interchange and put a light on the right turn as well bc there was too much traffic
I think the ways CS2 does multilane roundabouts is causing problems. As far as I can tell, it works like treating the roundabout like a regular intersection, including which lanes go where. But on a roundabout, road segments are shared between different incoming directions, so if a car drives on the leftmost lane in order to turn left, it will still be driving on the leftmost lane when they need to turn off the roundabout, crossing two lanes in the process. In the Netherlands, multilane roundabouts I've come across solve this by letting lanes spiral outwards so that you're always in the rightmost lane when you need to get off (or if you're not, all lanes to the right of you are forced right turns only).
Ahh a whole new series where you add this to other cities is born 👍😂
If you have a roundabout and a lit of pedestrians crossing, you can create a node on every road a few meters away from the roundabout and move the pedestrian crossing there and also implement traffic lights to let cars and pedestrians cross separately without interfering. Got that idea from spain, they do it the same way there.
At 41:35 you have a bus going some place that i dont think it was supossed to go. You'll probably have fixed it already, im a bit late ;). Great Vids! Keep it up:D
I like how turning off uturns solves many problems. not saying it translates well for real scenarios but it is effective for the traffic ai. it just gets stuck and doesnt bother doing rash human like decisions like nudging or inching or having coordination. lol
Nice, traffic fixing is back, the chaos is back. The blindness is back (that trailer).
I found removing the crossings on my roundabouts plus dedicated lanes as you've used runs roundabouts very well. I also remove them from all busy junctions
I put crossings in on long sections of roads so it will be interesting to see how this mod affects my city
I lost the timestamp, but kudos to your editor for the Wilhelm Scream when the guy was deleted hahah
Anytime you have a car crossing a pedestrian crossing at an angle (coming of a roundabout, turning, funky intersection), I think there is a risk of a car and a pedestrian blocking each other as a corner of the car blocks the crossing but the pedestrian then blocks the car from going through. And that gives you the random cars stopped that look like they are stopped for no reason.
What ever happens in Los Vegas stays in Los Vegas 😁👍
10:13 When you make left/right from three lanes road the top lane (where the parking was ) in asymmetrical road is not connected. You can switch lanes when you enter the road, but not at the traffic lights.
You can stop the u-turns with the traffic mod. There is likely a tiny intersection where two segments of straight road meet. Select ctrl+r, then try to click where the u-turns are taking place. You should be able to select it and then remove the u-turns.
Biffa: the Traffic-Loving Madman... 😂
YAY! traffic fixing! we need more!
The traffic is giving me flashbacks to a CS1 city I had that ground to a halt with traffic despawning turned off.
I just saw a TH-cam video about a road builder mod. Looks like you can create any size road with it. Choose all kinds lanes next to each other 😍
If you want the "old" cars to take on the new rules, delete the whole road up and down the connection. At least 5 nodes away from what you're changing. That seems to do the trick, stops you from fiddling around and deleting cars almost at random.
This is the exact same issue i had with the cargo harbor. Basically every time i made a slight modification even just uupgrading a section to a 5 lane rd it would then make all the traffic change their pathing to a completly unsuited rd like an ally or something. Try upgrading that and their pathing changes again to another rd. Round and round in circles i went and each time they would change which entry and exit into the harbor they used.
Also overpasses and slip roads/lanes can help with traffic congestion
finally, this is what we waited for :)
I really enjoyed this episode
25:47 the old AI in his blood, man says so casually 😂😂😂
Yay!! Traffixing is back!!
Hello Biffa. One thing that may stop traffic is the crossings. There are too many crossings. Like the ones close to the bridge where it shouldn't. Remove crossings.
7:25 a star is born. The trailer!
You're very good at traffic management, you're just not very observant sometimes lol
Now we need to be able to prohibit vehicles from entering blocked intersections and proper traffic yielding. I had some time to experiment with this mod yesterday. \traffic lights seem pretty de rigeur to minimize gridlock at intersections.
19:14 That six-lane pedestrian crossing with no islands and all the turning on red... Jesus christ I wouldn't enjoy walking in this city 😅
This seemed painful! Still enjoyable but 🙏 for your sanity
28:24 well what you actually need to do is disable rule braking behavior. In real life, what would happen is þat if someone breakes þe rules and þey get stuck like þat, one of þem would back up and allow þe oþers to go, but since þe game doesn't allow for þis, þey end up in a forever jam. If you disable rule breaking, and I þink þere was a mod for þat, þey wouldn't get stuck in þe first place.
17:32 I love a good Wihelm Scream
I have a pathway I use to connect to other cites at edges for my population flow. Subway and train stations as they enter. The taxis only come in to drop off and do a Uturn out. My population is at 489,000 at 58,000 moving in an hour. I have minimal traffic throughout my city. A few spots get jammed. Highway I use for industry and commerce areas. Fixed my traffic issues this way.
I was under the impression traffic was much easier in this game vs the first but this video showed me otherwise wow
Only if you're using a no-depawn mod like I am. Normally it's fine :-)
I've played mostly vanilla about 2000 hours. I believe when a person dies while driving the police and road services can just never path to the incident, making the game unplayable without despawning traffic.
I've just started playing again after about 5-6 months. I have to say the game is definitely moving in the right direction now. Is this officially the first proper traffic fix vid? 😋
Just like real life there's always a driver who makes their own road rules😂😁👍