I agree the additive lane maths, as shown near the start, is more realistic, but unfortunately it then means you have a 4 into 3 merge which can then cause backups itself. Of course, both can work in certain circumstances 👍😁
Probably depends on what neck of the woods you are from... For my area, the highway typically has additive lanes, a new "exit only" deceleration lane appears or a dedicated acceleration merge lane appears. On the surface / feeder roads, it tends to be the opposite a lot of the time. A 3-lane feeder road will lose a lane to a dedicated highway entrance, then becoming only a 2-lane road that needs to be bridged over or tunneled under the highway. I see this all the time in my area for surface roads where a large chunk of the traffic always enters the highway.
In my country we mostly use the additive method, but occasionally the subtractive method shows its head. I think it has to do with multiple factors: amount of traffic it has to handle or space around the intersection. Sometimes there's no space for additive lane mathematics
yeah, this is because merging in CS is not realistic. IRL, people would merge before the end of the extra lane, in CS merge only happens at that one point. Also when I drive on the motorway and I see someone on the merge lane, I'll scoot over to give them room to merge. in CS that doesn't happen. And this is why in game subtractive lane math works better than additive lane math, even if it's less realistic.
for those of you who have not purchased Mass Transit, just liberally spam walking paths. The AI citizens are so laughably biased towards walking that you really only need the most basic of mass transit to connect larger districts together and maybe occasionally around certain popular attractions.
@@control_the_pet_population For US American citizens the sims are super duper biased towards walking. For european citizens they are relatively balanced. The thing that is badly simulated is that they don’t care about the quality of the facility - they walk along a big 8-lane runway with tiny sidewalks just as happily as they do pedestrian paths and wide cobblestone streets with little to no car traffic. THAT is the thing that is unrealistic about walking in C:S.
@@QemeH I would agree that they don't at all seem to care about noise or safety... hell bent on being pedestrians no matter the circumstances... But even in comparatively low volume, suburban areas the AI will spend half of their day walking when two short car trips would have saved them hours. They don't value their time in any realistic manner. I don't mean this as any slam dunk criticism of the game... books could be written about gaming the mechanics of Skylines and countless gigabytes of game improving mods exist for a reason... but when you can essentially eliminate 90% of any potential traffic problems by putting down 1 mile of walking paths for every 2 miles of roads... the AI just has an irrational disdain for motorized transit. As far as America vs Europe walking habits... I think it's a matter of circumstance more than anything else... and I can't imagine CS is much more accurate for Europeans. Sure, a lot of European cities are more walking / bicycling friendly... but that's because huge chunks of European cities were largely established and laid out centuries before motorized transport existed... But even so, many European cities are putting more and more restrictions on cars... and it's not because all the citizens love walking so much. Just like Americans, most people really love their heated seat 350w Bose stereo personal transport bubble parked in their garages. In the two big America cities that were legitimately huge prior to the automobile (New York and Chicago), walkability and mass transit are as ingrained as anywhere in Europe. I lived in Chicago for two years and maybe used my car once a month... and that was only if I was leaving the general Chicagoland area completely. Almost any required visit was within a 20 minute walk of a train station. Driving was typically counterproductive just due to the density of intersections and traffic signals let alone actual other vehicles and scarcity of parking. Now that I live out in a low density, barely suburban area... walking is never an option for anything beyond picking up a snack at the gas station thats a little less than a mile away... and that only applies when American Midwestern weather cooperates... which is rare. The problem with walkability in America is that we have vast expanses of cheap land... and building skyscrapers is really expensive.
I generally find having a separate right turning lane on intersections is a good idea because of how traffic lights work: usually right-turning traffic can start moving early, before straight and left-turning can, so if you have a separate right-turning lane, they can take advantage of that. Of course if you don't have much demand for that, that lane might be better used elsewhere, or shared with another direction which could use an extra lane.
Same here. I'm almost always giving preference to a dedicated right turn lane, that way they can keep flowing, while straight and left have to wait for the light.
When dealing with signals, it's useful to remember that the capacity of an approach is (very roughly) the number of lanes multiplied by the percentage green. So a 2-lane approach with the signal green half of the time, has the same capacity as 1-lane midblock segment. Some people falsely equate the number of lanes to the capacity, when in fact it's only half of the story. I almost never need more than one lane per direction midblock in my C:S cities. Providing turn lanes at intersection provides plenty of capacity.
I may have noticed A) highway rules only work on highways. For other roads, lane connectors are needed to force merging w/o weaving B) stretching a node w node controller can significantly improve merging. Cars change lanes at smaller angle and are less prone to blocking their lane while waiting for a gap Let me know if you've observed the same Thanks, glad to see new stuff from you
Here, subtractive lane math is usually a lot more common when a highway is narrowing due to lower traffic volume. Like when the highway starts in the big cities with 4 lanes per direction and gradually narrows to 3 lanes at a certain exit, and finally to just 2 lanes in the rural countryside. Of course, due to induced demand, a lot of the former 3 lane/direction segments have since become widened to 4 lanes with additive lane math, and so on.
I have a suggestion! Industrial areas layouts. Mainly for the industries DLC. I like adding industry complexes to my cities, but oh boy the traffic becomes a mess in record time. Where do I put factories that need things from 4 different industry areas? How do I plan for all the traffic in and out of those those zones? It is always a good challenge and I love the industries DLC, but I do get equal amounts of frustration from it.
I find the industries rebalanced mod can help a lot with the amount of traffic in those industry complex. It makes the industries have less vehicles, but more capacity each.
Worth noting is that when 3 lanes merge with 1 right side lane into 4, good practice (irl) is to separate 2 left side lanes that go straight from the other 2 lanes by a solid line. This allows cars on 2 right side lanes to weave and not disturb straight going traffic. It can be easily done in C:S and makes our roads more realistic.
I just started playing CS again and while I love the game, I'm not great at managing traffic. I really appreciate all your videos on mods and how to make our cities more efficient 😊
1:24 I would say 3+1 -> 3 is okay, though I have seen much worse situations where some players merged two 3 lane highways into a single 3 lane. That one definitely need to be fixed 12:08 thanks CS:L for making more official asymmetric roads. a 4+2 would be definitely great for both left and right turn pockets. I hope to see that in the future DLC 8:21 I think the roundabout lane math / connections is the hardest, as the segments on the ring need to fit variety of needs. Maybe you can make a video about roundabouts next. Plus, here the traffic from small roads are not analyzed.
Man subtractive lane maths really pissed me off back then during the early ETS2 days, as a truck you'd need to constantly leave the outer lane because it just exits at every interchange. Also I've found I rarely use asymmetric roads in favor of just increasing lanes in both directions like 4 lane to 6 lane.
Yo! Love your vids. Most of my builds are quite dense and I avoid urban highways at all cost because I prioritize walkability and bike lanes over anything else. So I was wondering if you could make a video on very space efficient ways to manage traffic, for example mastering small urban roundabouts and arterial junctions. Thanks!
I'm interested in how to pass public transit efficiently through intersections, especially with the new transit roads and expressways that have been added. Also, how best to implement expressways into highway infrastructure without disrupting traffic flow. One more thing - medians. Where to and where not to use median roads.
Do not watch this man's video's! Yumble leads to knowledge about city: skylines traffic, this leads to trying it on your 6 year old builds, this then leads to working cities, which leads to city building/fixing addiction, which leads to pre-ordering city: skylines 2 collector edition. This man's knowledge will cost you money !!
@@YUMBL I agree, point is to make the whole city avoiding 4 ways junction. I got inspired by a YTcreator some years ago that tried to make this challenge but stopped the serie quite soon. Now I don't play this game anymore because my notebook can't handle big cityes otherwhise I'd send you my last evolution of the concept: a collector and a lot of roads 9 sqares apart one to another (i put a pedestrian road in the middle). Said roads close in concentric circles and have no other junction so people just want to get on the collector or want to leave the collector only to go somewere on these secondary roads. This both sides of the collector but staggered 5 squares apart from the ones in the opposite side so to have a lot of T junctions but never 4way ones. It seems to work good but I never confronted this solution with the one where secondary roads are not staggered and form a 4way crossing.
I have pondered this question several times. If all 4 roads are perfectly equal (which includes that from each direction there is as much traffic turning left/right as there is going straight) then the single 4-way is definitely better. But for all other situations, the answer is "it depends". As in, there's surely some condition of the kind of "sum of traffic doing these motions is lower/higher than traffic doing those other motions". But what that condition is, I don't know. But then there's also the factor that the 2 T-junctions have some of the roads end all lanes in 90° turns, which changes how the arrows are drawn in vanilla. This can be an advantage OR disadvantage, depending on the situation.
Took a long break to play Stellaris now coming back to Skylines getting ready for Skylines 2 cant wait :). Thanks for the great videos, I see you added your intersections to the workshop you are a legend.
You wanted inspiration @YUMBL Make another let’s play series! I’ve seen them all and want more! I love your content and your my favorite Cities builder! Thank you!
I really hope that Cities 2 has the option for merge lanes build into the default lanes (IE - you can check a box that adds in a merge lane for the segment). This way we wouldn't need to edit segments to keep roads aligned/etc. That is one thing that bothers me about going up or down a lane.
„All you need is one more lane…ONE MORE LANE“😅 And that‘s the moment when induced demand hits you 😂 PS:Love your vids, I‘m addicted to learning interchanges even i‘m not playing Cities Skylines 🤩
Maybe with CS2 you won't have to :) They mentioned that they lowered the restrictions when it comes to building roads and what road structures are possible, so that sounds really good for non pc players
Warning! Lane Math ONLY works with Traffic Manager (edit: on highways). Double warning: Traffic Manager's non-dymanic lane selection is broken. This video (and all other lane-math video's) are only for modded TM:PE players using DLS. In vanilla highway AI (which is different from other road AI) works as follows: the rightmost lane is for all traffic turning right on any of the next 6 offramps. Every other lane is an extra lane for traffic that doesn't need to offramp. So if you take a 4-lane highway and lane-math it into an offramp + 3-lane highway, the rightmost lane will remain a right-and-straight lane and the two leftmost lanes will merge into 1 leftmost lane. If you do additive lane math, you'll create a temporary extra leftmost lane, but since there is no reason to switch lanes, no car will drive it. Remember that lane-math's only goal is to slow your traffic mistakes from causing a domino effect on other lanes. If the way your offramp connects to the city is poor, your offramp will backup onto the highway and block other traffic. Adding lanes to highways does NOT fix traffic and never will. Colossal Order's AI is best described as: "just fix your problem at the source bro, we're just being honest". Edit: Lane Math does work in vanilla AI on non-highway roads.
Hi, really good tutorial that will help a lot of players. You should have add some more : 1. use node controller, to make larger intersections. 2. Use pedestrian path to cross over intersections, because in massive cities, pedestrians will block divers how turn on left or right. 3. use chrono traffic lights with TMPE to give more time to the lanes with intense traffic (and I think you can make a tutorial only on this). 4. Use move it to adjust the distance between buildings and roads, cause the services like deathcare or healthcare can block a lane if there is not enough space for them to stop.
There's a variant of the cloverleaf (common in Minneapolis, MN) that adds TWO more lanes at the cloverleaf weave. The outermost as the shared entrance/exit lane that all clovers have, and the second to separate weaving action from the mainline, basically a discount version of a collector/distributor road.
Hey Yumbl just want you to know that I have been watching you for a while and love your lane math videos. I just made a video on my channel of the city I have been working on for around 6 hours and have a 83 percent traffic flow and 90 thousand people and have only used 3 tiles. Im also using no mods because im on xbox and I used lane math and my city runs pretty good. Also no traffic manager. But there is despawning traffic because no mods. Love your videos
i use blank roads because they have all lane configurations up to 6 lanes, which makes it easy to do lane math while keeping the aesthetic consistant also they allow me to mess with the lanes using lane controller, so i can for example add a median or have a displaced left turn without needing a separate asset
I'm glad to see the lane math of a true real life turbo roundabout! While I love the fully separated/disentangled ones that you usually show on your channel, they're almost entirely fantasy for the same opposite reason why the merge-down highways are also mainly fantasy. They only properly work if all destinations are equal. For the merge-down highway, it'd be ideal if one lane worth of cars needs to merge off, and two lanes worth of cars need to go through, but the moment this math is skewed, you're creating a bottleneck. Either it will clog up an entire lane if the off-ramp is too active, or it will clog up the through-lanes when between 2 and 3 lanes worth of cars want to go through. Similarly but opposite, the fully disentangled turbo roundabout requires a lot of asphalt which is only used to its fullest extend when exactly one lane of cars needs to go into every direction. This is just never the case. It becomes more efficient if the high traffic lane shares its lanes with the low traffic lanes. Imagine the lanes you'd need to rework Place des Ternes into a disentangled turbo roundabout.
If you're going for efficiency with Vanilla CS then subtractive lane math makes sense. If you're playing for realism then additive lane math + traffic manager + more lane options + node controller is the way to go. The complicating factor is the default highway on CS is 3-lanes. Would be better if the default highway was 2 lanes from the start. That's why I usually go into my maps and downgrade all the highways before I start to play. Makes early cities a little more prototypical and prevents ungodly wide intersections with 4+ lanes when the traffic volume doesn't require it.
The rule I use and remember seeing in some traffic handbook thing was n-1 where n is the number of lanes (for a split it’s after the node and for a merge it’s before the node) so a three lane highway which has a one lane on ramp stays as three lanes. A three lane highway that has a two lane on ramp becomes four for a section. This seems to work well in cities skylines and it’s what I use in all but the heaviest traffic situations
That's because if you need 1 lane coming on, there may be anywhere between 0.01 lanes worth of traffic and 1.00 lanes of traffic coming from that direction. Similarly, if your highway needs to be 3 lanes it may have anywhere between 2.01 and 3.00 lanes worth of traffic coming down it. (I.e. between 2.02 and 4.00 lanes of traffic total - so 3 usually works.) But if you have 2 lanes merging, you have between 1.01 and 2.00 lanes of traffic added to the highway. And if you are guaranteed to add more than 1 lane to a 3-lane road, you know that you won't be able to continue it as a 3-lane.
Just a mention, from the CNBC short piece on Carmel, Indiana's (USA) 121 roundabouts, It's a bigger Harlow UK, they've nearly removed all traffic lights for the 100,000 residents. Look at the Keystone Freeway Roundabout Junction they have above the freeway handling the on and off ramps either side. That is a great design a non crossover diagonal almost figure of 8 without a crossover. Everyone, have a look, the junction I mention is north of the town centre but that town is roundabout city on aerial satellite view. They've really solved their traffic issues.
I hope you're doing well this summer. We haven't heard from you in a while. Have you been following the release videos of CS2? What do you think of the traffic features so far?
9:56 The problem with making the roundabout's right lane a turn-only lane is that traffic coming from the smaller road is forced into that lane, and thus has no way to go anywhere but right. This is a C:S exclusive problem though, since traffic can only change lanes at nodes. 🤦♂️🤷♂️
Subtractive lane math is the Cities:Skylines equivalent of "right lane must exit" that often happens in American cities. I believe in some cases it is an attempt to limit the total downstream traffic on the straight ahead lanes, cutting 33% of the potential traffic flow sort of on purpose. Additive lane math is much more like you would see in normal real life. In C:S, one issue you face is a lack of nodes in the middle segment, where you have grown to 4 lanes but if there is no middle node, cars may be stuck in the exit lane and cars wanting to exit may not be able to move over. Adding a couple of nodes can help.
Exit lanes also have to slow down because they will be entering a tighter corner and often transitioning to a lower speed road. This would cause delays and erratic lane changes from any through traffic that is following them. Having a right-turn only lane allows the turning traffic to switch out of the through lane at full speed, then decelerate in preparation for the transition. The city I live in has plenty of examples of both additive and subtractive, depending on the circumstances. Sadly, it also has plenty of examples where the right lane is both 90km/h through and turning right directly into a 40km/h junction. The shoulder becomes a de facto turning lane. Traffic is constantly braking hard and swerving out of the lane because someone is abruptly decelerating in order to turn off.
While additive lane math is more common in the real world, subtractive lane math does happen in real life. And when I've seen it happen, it connected to a road that has significant traffic.
So, going home I have two places where there are subtractive lane maths, but thats just because I turn off to another motorway so after that point the motorway I left only have two lanes (and additive lane math). And at the other end of the motorway I entered, I turn of as the motorway ends so the right lane turns off to my destination and the left continues to a normal two lane highway.
Well explained as always, thank you. I would appreciate a deeper look into roundabouts, i.e. how the segments of a roundabout cope with adding traffic from multiple entrances. What if a lot of the traffic on a roundabout wants to turn left (occupy 3 segments of the roundabout) or even just the fact that the segments of a roundabout must be able to cope with up to double the number of cars of the most used entrance (the same amount of cars from every direction and all going straight, i.e. occupying 2 segments). You already mentioned that sometimes more than 1 exit lane is better, but is there a way to calculate how many lanes per segment you need and how many should exit?
I find lane maths interesting. While I acknowledge it, and use it myself, I tend to... not understand why people are so fixated on having perfect lane maths is important, or rather insisting that its needed. I have a thing where I don't use more than 2 lanes for any roads in the city, aside from highways; by doing this I've learned to plan what type of road is appropriate for *expected* demand, rather than just, continually adding lanes. Through this I believe it helps the game not have to think about which lane to put a car in, as it only has to pick between left and right lanes. (I do use TMPE when i'm not doing a pure vanilla build). If I had to ask a question then, why is lane math important? I was hoping to find a better answer here however I'm not sure if it helped.
I think lane math can be implemented sloppily and have fine results. Lane math is just a concept for visualizing how traffic can stack, or get its own lane imo
I know everybody likes lane math, but have you ever tried adding express 2L2W highways with no speed limit, skipping city entrances? They reduce traffic a lot
1:49 Some of the on-ramps in Commerce and/or East Los Angeles onto the 5 are *almost* that bad. I'm pretty sure at last one is a full-blown stop sign, and most are implied stop/yield (i.e. no signage at all)
@@YUMBL One more thing. Ive tried mixed the luts you linked but my game doesnt look similar to yours. Would you mind sending me a screenshot of your "Render it!" preset?
Do you use a different theme or something, your grass seems so green and the destruction next to the road looks great! I'm not locating it in your mods collection
I love your videos and at the end of the day. I just wish that it was possible to actually fix the traffic. I did all the stuff in the world that I could think off and I found that traffic would make aa detour and go through town and stop, back up everything all just to get back onto the interstate and continue forward.. It just doesn't make since that the game creators would make it impssible. That game is plenty challenging without that.
I'm going to go ahead and say that subtractive lane math, as you demonstrated in the beginning, is very bad. The reason for this is that is basically makes all previous roads redundant. Imagine we have a water pipe going through a house develivering water to various appliances. Working fine. However now imagine that just before the pipe gets to the kitchen, we make the pipe slightly more narrow. This now only affects the throughput of water in that section, but the entire pipe. The same applies to roads and traffic. Subtraction sucks.
Your analogy is inaccurate though... it's not a pipe narrowing before reaching the kitchen... it's a pipe narrowing a certain amount at a junction where it splits into two destinations. Home water flow is a bad analogy anyway, since it's rarely a constant unending flow. Think industrial piping in factories or oil rigs, which operate continuously and have to handle the water pressure in an on-going basis.
@@sandwiched I agree with what you're saying. However imagine that we have a highway that is (almost) fully packed and is mostly going in one direction. Then narrowing the highway becomes very problematic.
Actually, lane connectors are a GOOD way to go as they allow you very precise control. I have that setting turned off by choice because the algorithm is garbage at working those things out. You just REALLY lucky that connected correctly. MOST of the time it doesn't. I use lane connectors almost exclusively and it ALWAYS works correctly.
Me thinking: "hmmm, maybe i should stop building Roundabouts with 4 Lanes and think smaller" 😅As allways great work of you! Keep it up and stay safe! Oh btw. on the Intersection part: Do you let the trafficlights stay or do you turn them off?
I enjoyed the content of the video, however for me it was pretty hard to watch when the camera was close to the ground. The textures feel so rough and noisy that it overshadows everything else in the video. Aside from this, great video :)
Is there a setting for lane alignment? When you adjust the lane math, it centers the highway even if it causes the lanes to misalign. In reality, thats not a typical occurence outside of temporary construction traffic patterns. Can you adjust it to left or right alignment like you do paragraph aligmment in a document?
There is! Its called “node controller”. I use it on all my creations, but i didnt want to muddy the concepts here with extra complications. You’ll see it in the finishing stages of all my interchange builds.
Thanks for making such great vids. Wanted to ask if there is an alternative you use for the road options mod? Also apologies if this has been asked already
In real life, I hate cloverleaf interchanges and for that mater any intersection that requires traffic weaving in a short distance. I also love roundabouts and would replace all traffic signal controlled intersections with them.
Hey @YUMBL can you please help me how to force vehicles to use all lanes on a road because I've built large roads like 6 and 8 lanes but only 2 lanes are being used by vehicles
I agree the additive lane maths, as shown near the start, is more realistic, but unfortunately it then means you have a 4 into 3 merge which can then cause backups itself. Of course, both can work in certain circumstances 👍😁
Thanks homie! Merges gotta happen somewhere though 🤷♂️
Probably depends on what neck of the woods you are from... For my area, the highway typically has additive lanes, a new "exit only" deceleration lane appears or a dedicated acceleration merge lane appears. On the surface / feeder roads, it tends to be the opposite a lot of the time. A 3-lane feeder road will lose a lane to a dedicated highway entrance, then becoming only a 2-lane road that needs to be bridged over or tunneled under the highway. I see this all the time in my area for surface roads where a large chunk of the traffic always enters the highway.
In my country we mostly use the additive method, but occasionally the subtractive method shows its head. I think it has to do with multiple factors: amount of traffic it has to handle or space around the intersection. Sometimes there's no space for additive lane mathematics
Also, "one more lane" has never solved anything in the long run. The real world traffic congestions are a proof of it :D
yeah, this is because merging in CS is not realistic. IRL, people would merge before the end of the extra lane, in CS merge only happens at that one point. Also when I drive on the motorway and I see someone on the merge lane, I'll scoot over to give them room to merge. in CS that doesn't happen. And this is why in game subtractive lane math works better than additive lane math, even if it's less realistic.
This is why Mass Transit DLC is so practical. The dlc has traffic destroyers.
for those of you who have not purchased Mass Transit, just liberally spam walking paths. The AI citizens are so laughably biased towards walking that you really only need the most basic of mass transit to connect larger districts together and maybe occasionally around certain popular attractions.
@@control_the_pet_populationyou make no sense.
Why not both pedestrian and TODs? With proper zoning plan, guaranteed your traffic will rarely go red for too long.
@@control_the_pet_population For US American citizens the sims are super duper biased towards walking. For european citizens they are relatively balanced. The thing that is badly simulated is that they don’t care about the quality of the facility - they walk along a big 8-lane runway with tiny sidewalks just as happily as they do pedestrian paths and wide cobblestone streets with little to no car traffic. THAT is the thing that is unrealistic about walking in C:S.
@@QemeH I would agree that they don't at all seem to care about noise or safety... hell bent on being pedestrians no matter the circumstances... But even in comparatively low volume, suburban areas the AI will spend half of their day walking when two short car trips would have saved them hours. They don't value their time in any realistic manner. I don't mean this as any slam dunk criticism of the game... books could be written about gaming the mechanics of Skylines and countless gigabytes of game improving mods exist for a reason... but when you can essentially eliminate 90% of any potential traffic problems by putting down 1 mile of walking paths for every 2 miles of roads... the AI just has an irrational disdain for motorized transit.
As far as America vs Europe walking habits... I think it's a matter of circumstance more than anything else... and I can't imagine CS is much more accurate for Europeans. Sure, a lot of European cities are more walking / bicycling friendly... but that's because huge chunks of European cities were largely established and laid out centuries before motorized transport existed... But even so, many European cities are putting more and more restrictions on cars... and it's not because all the citizens love walking so much. Just like Americans, most people really love their heated seat 350w Bose stereo personal transport bubble parked in their garages. In the two big America cities that were legitimately huge prior to the automobile (New York and Chicago), walkability and mass transit are as ingrained as anywhere in Europe. I lived in Chicago for two years and maybe used my car once a month... and that was only if I was leaving the general Chicagoland area completely. Almost any required visit was within a 20 minute walk of a train station. Driving was typically counterproductive just due to the density of intersections and traffic signals let alone actual other vehicles and scarcity of parking. Now that I live out in a low density, barely suburban area... walking is never an option for anything beyond picking up a snack at the gas station thats a little less than a mile away... and that only applies when American Midwestern weather cooperates... which is rare. The problem with walkability in America is that we have vast expanses of cheap land... and building skyscrapers is really expensive.
I generally find having a separate right turning lane on intersections is a good idea because of how traffic lights work: usually right-turning traffic can start moving early, before straight and left-turning can, so if you have a separate right-turning lane, they can take advantage of that.
Of course if you don't have much demand for that, that lane might be better used elsewhere, or shared with another direction which could use an extra lane.
This is true, but its case by case. Depends where the most traffic wants to go and how it can stack.
Same here. I'm almost always giving preference to a dedicated right turn lane, that way they can keep flowing, while straight and left have to wait for the light.
When dealing with signals, it's useful to remember that the capacity of an approach is (very roughly) the number of lanes multiplied by the percentage green. So a 2-lane approach with the signal green half of the time, has the same capacity as 1-lane midblock segment. Some people falsely equate the number of lanes to the capacity, when in fact it's only half of the story.
I almost never need more than one lane per direction midblock in my C:S cities. Providing turn lanes at intersection provides plenty of capacity.
Agreed. One lane per direction is a luxury not often required.
Loved the vid about shortening red light clearance the Dutch way!
@@YUMBL Thanks! I really like the way you make traffic engineering accessible and entertaining to a wide audience!
I may have noticed
A) highway rules only work on highways. For other roads, lane connectors are needed to force merging w/o weaving
B) stretching a node w node controller can significantly improve merging. Cars change lanes at smaller angle and are less prone to blocking their lane while waiting for a gap
Let me know if you've observed the same
Thanks, glad to see new stuff from you
06:03: Accellaration/Cecellaration lanes are standard on German Autobahn, also other countries I have driven, Netherlands, Belgium, Btritain.
Here, subtractive lane math is usually a lot more common when a highway is narrowing due to lower traffic volume. Like when the highway starts in the big cities with 4 lanes per direction and gradually narrows to 3 lanes at a certain exit, and finally to just 2 lanes in the rural countryside.
Of course, due to induced demand, a lot of the former 3 lane/direction segments have since become widened to 4 lanes with additive lane math, and so on.
I have a suggestion! Industrial areas layouts. Mainly for the industries DLC. I like adding industry complexes to my cities, but oh boy the traffic becomes a mess in record time. Where do I put factories that need things from 4 different industry areas? How do I plan for all the traffic in and out of those those zones? It is always a good challenge and I love the industries DLC, but I do get equal amounts of frustration from it.
I find the industries rebalanced mod can help a lot with the amount of traffic in those industry complex. It makes the industries have less vehicles, but more capacity each.
Worth noting is that when 3 lanes merge with 1 right side lane into 4, good practice (irl) is to separate 2 left side lanes that go straight from the other 2 lanes by a solid line. This allows cars on 2 right side lanes to weave and not disturb straight going traffic. It can be easily done in C:S and makes our roads more realistic.
Great to hear from you again. Your videos are a pleasure to watch
I just started playing CS again and while I love the game, I'm not great at managing traffic. I really appreciate all your videos on mods and how to make our cities more efficient 😊
how do I use this simulator??
I'm glad that there are answers to traffic problems. I'm loving the bus lanes, I'm sure these roads will be really helpful
Miss ya, Yumbls. Hope all is well with you🌹and hope we see ya soon on here 😊 Can’t wait to hear your take on Cities 2!
I appreciate it! I’ll be back ;)
when yumble uploads it's a good day
Thank you, finally I understand the reason for assymetrical roads.
Was just about to hop back into a good old CS megacity. perfect timing, Yumbl. Appreciate it!
In Austria additive lane math is used but in some parts where there is not much space, subtractive lane math happens aswell
1:24 I would say 3+1 -> 3 is okay, though I have seen much worse situations where some players merged two 3 lane highways into a single 3 lane. That one definitely need to be fixed
12:08 thanks CS:L for making more official asymmetric roads. a 4+2 would be definitely great for both left and right turn pockets. I hope to see that in the future DLC
8:21 I think the roundabout lane math / connections is the hardest, as the segments on the ring need to fit variety of needs. Maybe you can make a video about roundabouts next. Plus, here the traffic from small roads are not analyzed.
Man subtractive lane maths really pissed me off back then during the early ETS2 days, as a truck you'd need to constantly leave the outer lane because it just exits at every interchange. Also I've found I rarely use asymmetric roads in favor of just increasing lanes in both directions like 4 lane to 6 lane.
Yo! Love your vids. Most of my builds are quite dense and I avoid urban highways at all cost because I prioritize walkability and bike lanes over anything else. So I was wondering if you could make a video on very space efficient ways to manage traffic, for example mastering small urban roundabouts and arterial junctions. Thanks!
I'm interested in how to pass public transit efficiently through intersections, especially with the new transit roads and expressways that have been added. Also, how best to implement expressways into highway infrastructure without disrupting traffic flow.
One more thing - medians. Where to and where not to use median roads.
I love your how tos, I always learn something I didn't know previously somehow someway. I'd love to see some of your city builds! 😊
Do not watch this man's video's! Yumble leads to knowledge about city: skylines traffic, this leads to trying it on your 6 year old builds, this then leads to working cities, which leads to city building/fixing addiction, which leads to pre-ordering city: skylines 2 collector edition. This man's knowledge will cost you money !!
Could you cover the "2 T junctions VS 1 X junction" solution? I always go for T junctions but never went deep into experiments
Hmm, like a three way intersection vs a 4 way?
@@YUMBL consider a collector and put 2 T junctions ( so tree way each) some space apart to joint and cross It instead the 4way crossing
Hmmm, i’ll have to think on it. Four way is certainly better if direct access to the other side by many vehicles is necessary.
@@YUMBL I agree, point is to make the whole city avoiding 4 ways junction. I got inspired by a YTcreator some years ago that tried to make this challenge but stopped the serie quite soon. Now I don't play this game anymore because my notebook can't handle big cityes otherwhise I'd send you my last evolution of the concept: a collector and a lot of roads 9 sqares apart one to another (i put a pedestrian road in the middle). Said roads close in concentric circles and have no other junction so people just want to get on the collector or want to leave the collector only to go somewere on these secondary roads. This both sides of the collector but staggered 5 squares apart from the ones in the opposite side so to have a lot of T junctions but never 4way ones. It seems to work good but I never confronted this solution with the one where secondary roads are not staggered and form a 4way crossing.
I have pondered this question several times. If all 4 roads are perfectly equal (which includes that from each direction there is as much traffic turning left/right as there is going straight) then the single 4-way is definitely better. But for all other situations, the answer is "it depends". As in, there's surely some condition of the kind of "sum of traffic doing these motions is lower/higher than traffic doing those other motions". But what that condition is, I don't know.
But then there's also the factor that the 2 T-junctions have some of the roads end all lanes in 90° turns, which changes how the arrows are drawn in vanilla. This can be an advantage OR disadvantage, depending on the situation.
Took a long break to play Stellaris now coming back to Skylines getting ready for Skylines 2 cant wait :). Thanks for the great videos, I see you added your intersections to the workshop you are a legend.
EVERYBODY WELCOME BACK!!!!
You know your a goat when you have uploaded a video and not even 24 hours and you have almost 10k views. Yumbl you have been goated sir.
You wanted inspiration @YUMBL
Make another let’s play series! I’ve seen them all and want more! I love your content and your my favorite Cities builder! Thank you!
I really hope that Cities 2 has the option for merge lanes build into the default lanes (IE - you can check a box that adds in a merge lane for the segment). This way we wouldn't need to edit segments to keep roads aligned/etc. That is one thing that bothers me about going up or down a lane.
„All you need is one more lane…ONE MORE LANE“😅
And that‘s the moment when induced demand hits you 😂
PS:Love your vids, I‘m addicted to learning interchanges even i‘m not playing Cities Skylines 🤩
Hi Yumbl, hope you are having a wonderful day :)
Always good to hear from you. Always interesting to see your videos.
Using a cloverlead instead of your beloved parclo must have hurt.
Nice video as always !
Thank you for reminding me that they added roads to Mass Transit xD
Felt so long since I last saw a Yumbl vid. Welcome back
Thank you :)
Traffic manager is all good and well if you're running C.S on a PC but for those of us on console....we miss out on so much cool stuff.
Maybe with CS2 you won't have to :)
They mentioned that they lowered the restrictions when it comes to building roads and what road structures are possible, so that sounds really good for non pc players
14:22 Or make your very own, 100% fitting for your purpose, road with T.D.W.'s Road Builder Mod! ;-)
I still have to try it!
@@YUMBL it's slick! you can lose hours creating the perfect arsenal of roads
Warning! Lane Math ONLY works with Traffic Manager (edit: on highways). Double warning: Traffic Manager's non-dymanic lane selection is broken. This video (and all other lane-math video's) are only for modded TM:PE players using DLS.
In vanilla highway AI (which is different from other road AI) works as follows: the rightmost lane is for all traffic turning right on any of the next 6 offramps. Every other lane is an extra lane for traffic that doesn't need to offramp. So if you take a 4-lane highway and lane-math it into an offramp + 3-lane highway, the rightmost lane will remain a right-and-straight lane and the two leftmost lanes will merge into 1 leftmost lane. If you do additive lane math, you'll create a temporary extra leftmost lane, but since there is no reason to switch lanes, no car will drive it.
Remember that lane-math's only goal is to slow your traffic mistakes from causing a domino effect on other lanes. If the way your offramp connects to the city is poor, your offramp will backup onto the highway and block other traffic. Adding lanes to highways does NOT fix traffic and never will. Colossal Order's AI is best described as: "just fix your problem at the source bro, we're just being honest".
Edit: Lane Math does work in vanilla AI on non-highway roads.
Hi, really good tutorial that will help a lot of players. You should have add some more : 1. use node controller, to make larger intersections. 2. Use pedestrian path to cross over intersections, because in massive cities, pedestrians will block divers how turn on left or right. 3. use chrono traffic lights with TMPE to give more time to the lanes with intense traffic (and I think you can make a tutorial only on this). 4. Use move it to adjust the distance between buildings and roads, cause the services like deathcare or healthcare can block a lane if there is not enough space for them to stop.
I have made tutorials on each of these things :)
@@YUMBL Nice, I subscribe :)
Make a video about how to build a downtown without your entire place turning into gridlock
I totally have. th-cam.com/play/PLhAZ_svp5s4fOWpau0hwTjrewJmcY9aZy.html
There's a variant of the cloverleaf (common in Minneapolis, MN) that adds TWO more lanes at the cloverleaf weave. The outermost as the shared entrance/exit lane that all clovers have, and the second to separate weaving action from the mainline, basically a discount version of a collector/distributor road.
I do prefer a separate weave th-cam.com/video/4YMEwwZQt9o/w-d-xo.html
5:37 Houston moment
Hey Yumbl just want you to know that I have been watching you for a while and love your lane math videos. I just made a video on my channel of the city I have been working on for around 6 hours and have a 83 percent traffic flow and 90 thousand people and have only used 3 tiles. Im also using no mods because im on xbox and I used lane math and my city runs pretty good. Also no traffic manager. But there is despawning traffic because no mods. Love your videos
Great video man. 👍🏻 Thanks
i use blank roads because they have all lane configurations up to 6 lanes, which makes it easy to do lane math while keeping the aesthetic consistant
also they allow me to mess with the lanes using lane controller, so i can for example add a median or have a displaced left turn without needing a separate asset
I'm glad to see the lane math of a true real life turbo roundabout! While I love the fully separated/disentangled ones that you usually show on your channel, they're almost entirely fantasy for the same opposite reason why the merge-down highways are also mainly fantasy. They only properly work if all destinations are equal. For the merge-down highway, it'd be ideal if one lane worth of cars needs to merge off, and two lanes worth of cars need to go through, but the moment this math is skewed, you're creating a bottleneck. Either it will clog up an entire lane if the off-ramp is too active, or it will clog up the through-lanes when between 2 and 3 lanes worth of cars want to go through.
Similarly but opposite, the fully disentangled turbo roundabout requires a lot of asphalt which is only used to its fullest extend when exactly one lane of cars needs to go into every direction. This is just never the case. It becomes more efficient if the high traffic lane shares its lanes with the low traffic lanes. Imagine the lanes you'd need to rework Place des Ternes into a disentangled turbo roundabout.
If you're going for efficiency with Vanilla CS then subtractive lane math makes sense. If you're playing for realism then additive lane math + traffic manager + more lane options + node controller is the way to go. The complicating factor is the default highway on CS is 3-lanes. Would be better if the default highway was 2 lanes from the start. That's why I usually go into my maps and downgrade all the highways before I start to play. Makes early cities a little more prototypical and prevents ungodly wide intersections with 4+ lanes when the traffic volume doesn't require it.
"Filthy with solutions" - what a great tagline.
The rule I use and remember seeing in some traffic handbook thing was n-1 where n is the number of lanes (for a split it’s after the node and for a merge it’s before the node)
so a three lane highway which has a one lane on ramp stays as three lanes. A three lane highway that has a two lane on ramp becomes four for a section. This seems to work well in cities skylines and it’s what I use in all but the heaviest traffic situations
That's because if you need 1 lane coming on, there may be anywhere between 0.01 lanes worth of traffic and 1.00 lanes of traffic coming from that direction. Similarly, if your highway needs to be 3 lanes it may have anywhere between 2.01 and 3.00 lanes worth of traffic coming down it. (I.e. between 2.02 and 4.00 lanes of traffic total - so 3 usually works.)
But if you have 2 lanes merging, you have between 1.01 and 2.00 lanes of traffic added to the highway. And if you are guaranteed to add more than 1 lane to a 3-lane road, you know that you won't be able to continue it as a 3-lane.
5:39 Add one more lane😂
Just a mention, from the CNBC short piece on Carmel, Indiana's (USA) 121 roundabouts, It's a bigger Harlow UK, they've nearly removed all traffic lights for the 100,000 residents. Look at the Keystone Freeway Roundabout Junction they have above the freeway handling the on and off ramps either side. That is a great design a non crossover diagonal almost figure of 8 without a crossover. Everyone, have a look, the junction I mention is north of the town centre but that town is roundabout city on aerial satellite view. They've really solved their traffic issues.
I hope you're doing well this summer. We haven't heard from you in a while. Have you been following the release videos of CS2? What do you think of the traffic features so far?
9:56 The problem with making the roundabout's right lane a turn-only lane is that traffic coming from the smaller road is forced into that lane, and thus has no way to go anywhere but right. This is a C:S exclusive problem though, since traffic can only change lanes at nodes. 🤦♂️🤷♂️
No, the smaller road is allowed to turn into either lane.
Then they will cross the ones using right lane on the priority road and going straight
To go straight or left, yes. They will be yielding to both lanes.
Ware da helya bin...? Good to see you back.
Excellent!
Subtractive lane math is the Cities:Skylines equivalent of "right lane must exit" that often happens in American cities. I believe in some cases it is an attempt to limit the total downstream traffic on the straight ahead lanes, cutting 33% of the potential traffic flow sort of on purpose.
Additive lane math is much more like you would see in normal real life. In C:S, one issue you face is a lack of nodes in the middle segment, where you have grown to 4 lanes but if there is no middle node, cars may be stuck in the exit lane and cars wanting to exit may not be able to move over. Adding a couple of nodes can help.
Exit lanes also have to slow down because they will be entering a tighter corner and often transitioning to a lower speed road. This would cause delays and erratic lane changes from any through traffic that is following them. Having a right-turn only lane allows the turning traffic to switch out of the through lane at full speed, then decelerate in preparation for the transition.
The city I live in has plenty of examples of both additive and subtractive, depending on the circumstances. Sadly, it also has plenty of examples where the right lane is both 90km/h through and turning right directly into a 40km/h junction. The shoulder becomes a de facto turning lane. Traffic is constantly braking hard and swerving out of the lane because someone is abruptly decelerating in order to turn off.
How does the video look so crisp and sharp? Thats awesome!
Hey! Yumbl is back! I've been missing you, man! :-)
I hate clover leaf intersections in real life. One highway near where I live, you can see skid marks under the overpass where the weave happens!
While additive lane math is more common in the real world, subtractive lane math does happen in real life. And when I've seen it happen, it connected to a road that has significant traffic.
Losing a lane happens all the time. Its just not typically the best answer.
"Just one more lane bro i swear to god bro its gonna fix traffic bro"
-YUMBL
wow i thought you left us. happy to see i was wrong!
You're one of my favorite CS youtubers, I wonder why you don't have anything about CS2 hype that's been going on in most top CS youtubers? :)
I’m just not as good as them 😂
@@YUMBL aww don't let that stop you 🤟😁
Honesty you're as big as them 👍
So, going home I have two places where there are subtractive lane maths, but thats just because I turn off to another motorway so after that point the motorway I left only have two lanes (and additive lane math). And at the other end of the motorway I entered, I turn of as the motorway ends so the right lane turns off to my destination and the left continues to a normal two lane highway.
Well explained as always, thank you. I would appreciate a deeper look into roundabouts, i.e. how the segments of a roundabout cope with adding traffic from multiple entrances. What if a lot of the traffic on a roundabout wants to turn left (occupy 3 segments of the roundabout) or even just the fact that the segments of a roundabout must be able to cope with up to double the number of cars of the most used entrance (the same amount of cars from every direction and all going straight, i.e. occupying 2 segments). You already mentioned that sometimes more than 1 exit lane is better, but is there a way to calculate how many lanes per segment you need and how many should exit?
Thank you! I have some pretty thorough roundabout videos posted. “Maximum roundabout” may be worth a look if you haven’t seen it :)
We miss your videos man! where have you been?
Just enjoying the summer :)
I understand. Enjoy your summer, just would hate to see you leave TH-cam!
I find lane maths interesting. While I acknowledge it, and use it myself, I tend to... not understand why people are so fixated on having perfect lane maths is important, or rather insisting that its needed.
I have a thing where I don't use more than 2 lanes for any roads in the city, aside from highways; by doing this I've learned to plan what type of road is appropriate for *expected* demand, rather than just, continually adding lanes. Through this I believe it helps the game not have to think about which lane to put a car in, as it only has to pick between left and right lanes. (I do use TMPE when i'm not doing a pure vanilla build).
If I had to ask a question then, why is lane math important? I was hoping to find a better answer here however I'm not sure if it helped.
I think lane math can be implemented sloppily and have fine results. Lane math is just a concept for visualizing how traffic can stack, or get its own lane imo
I know everybody likes lane math, but have you ever tried adding express 2L2W highways with no speed limit, skipping city entrances? They reduce traffic a lot
1:49 Some of the on-ramps in Commerce and/or East Los Angeles onto the 5 are *almost* that bad. I'm pretty sure at last one is a full-blown stop sign, and most are implied stop/yield (i.e. no signage at all)
Hi Yumbl, really enjoying the new look of your videos. What visual mods are u using?
Same setup from a few vids ago. Theme mixer and render it mostly
@@YUMBL I meant like what configuration lut etc
Oh, here ya go: steamcommunity.com/sharedfiles/filedetails/?id=1889738001
I honestly forget what map theme atm
@@YUMBL Thanks really appreciate it
@@YUMBL One more thing. Ive tried mixed the luts you linked but my game doesnt look similar to yours. Would you mind sending me a screenshot of your "Render it!" preset?
making any video about CS2? maybe hyped features or stuff you want/need?
Video idea: Realistic intersection markingd, three of them, for intersections, inspired by three different continents!
Do you use a different theme or something, your grass seems so green and the destruction next to the road looks great! I'm not locating it in your mods collection
I love your videos and at the end of the day. I just wish that it was possible to actually fix the traffic. I did all the stuff in the world that I could think off and I found that traffic would make aa detour and go through town and stop, back up everything all just to get back onto the interstate and continue forward.. It just doesn't make since that the game creators would make it impssible. That game is plenty challenging without that.
I'm going to go ahead and say that subtractive lane math, as you demonstrated in the beginning, is very bad. The reason for this is that is basically makes all previous roads redundant. Imagine we have a water pipe going through a house develivering water to various appliances. Working fine. However now imagine that just before the pipe gets to the kitchen, we make the pipe slightly more narrow. This now only affects the throughput of water in that section, but the entire pipe. The same applies to roads and traffic. Subtraction sucks.
Yep. I think its about establishing a minimum number of lanes, Usually 2 or 3, and never going below.
Your analogy is inaccurate though... it's not a pipe narrowing before reaching the kitchen... it's a pipe narrowing a certain amount at a junction where it splits into two destinations.
Home water flow is a bad analogy anyway, since it's rarely a constant unending flow. Think industrial piping in factories or oil rigs, which operate continuously and have to handle the water pressure in an on-going basis.
@@sandwiched I agree with what you're saying. However imagine that we have a highway that is (almost) fully packed and is mostly going in one direction. Then narrowing the highway becomes very problematic.
@@Bram06 Absolutely; in that case, you'd definitely want to add, not (forcibly) subtract.
i am looking for the best interestion for Cities skylines? What would your top 3 be? Inter city, suburban, highway?
Any plans to continue your north east build?
3:00 it makes more sense to add a lane where there's off or on ramp.
5:50 no not just the outside, ESPECIALLY under the overpass
6:30 right..
The dangers of commenting before the video is complete 😂
Actually, lane connectors are a GOOD way to go as they allow you very precise control. I have that setting turned off by choice because the algorithm is garbage at working those things out. You just REALLY lucky that connected correctly. MOST of the time it doesn't. I use lane connectors almost exclusively and it ALWAYS works correctly.
No luck required. Arrows are the better default as lane connectors are only necessary in some situations. Once again, no luck required.
I almost forgot this guy made videos on youtube.
Me thinking: "hmmm, maybe i should stop building Roundabouts with 4 Lanes and think smaller" 😅As allways great work of you! Keep it up and stay safe!
Oh btw. on the Intersection part: Do you let the trafficlights stay or do you turn them off?
Thank you! I like setting up a timed light where volume demands :)
@@YUMBL Yeah should work better. Thx. Going build the next cities a little bit different now :)
Awesome!
This is a wierd idea, but what if you made an 4 way interchange for a 24 lane (both ways) highway? It would be MASSIVE
I enjoyed the content of the video, however for me it was pretty hard to watch when the camera was close to the ground. The textures feel so rough and noisy that it overshadows everything else in the video. Aside from this, great video :)
Thank you! Those are actually “grass sprites”. I usually turn them off
Is there a setting for lane alignment?
When you adjust the lane math, it centers the highway even if it causes the lanes to misalign. In reality, thats not a typical occurence outside of temporary construction traffic patterns.
Can you adjust it to left or right alignment like you do paragraph aligmment in a document?
There is! Its called “node controller”. I use it on all my creations, but i didnt want to muddy the concepts here with extra complications. You’ll see it in the finishing stages of all my interchange builds.
what grass textures and road rextures are those? not the color, i got that sorted, but the texture itself? and also, how do you zoom in so tight?
=)
What graphic mod and setting did you use to make your road like this,also i have fps drop when pausing the game,dont know what to do tbh
Thanks for making such great vids. Wanted to ask if there is an alternative you use for the road options mod? Also apologies if this has been asked already
Thanks! Repaint works great instead of road options
In real life, I hate cloverleaf interchanges and for that mater any intersection that requires traffic weaving in a short distance. I also love roundabouts and would replace all traffic signal controlled intersections with them.
Tumbltime! Wooooo!
It’s the road man!
Texas does this ALOT. Merging into a lane blindly with oncoming traffic.
Hope you make a video on CS2
How do i get that theme or graphics? I really dont know how to call it. I have CS 1. Ty in advance😊
What is the Theme or Theme Mix you are using on this map?
Can you make a map with 50M people? And teach us the tips and tricks to making it work? It would be really intresting.
Sorry dude but it's impossible. The game cannot handle more than one milion population. Also the building and node limit and the fps drop.
@@chmudak Is there an actual limit on the population? A mod could probably disable that but even a supercomputer might end up struggling I guess.
Why not use 2 1 way roads and disperse traffic individually
Does it make sense
What mod did you use to make the roads black?
Road options
How do you make your game look so nice?
Here you go: th-cam.com/video/U7_GNf-asYc/w-d-xo.html
What mods do you use to get your roads to look darker? Mine don't look anything like that.
Repaint :)
@@YUMBL Thanks
Hey @YUMBL can you please help me how to force vehicles to use all lanes on a road because I've built large roads like 6 and 8 lanes but only 2 lanes are being used by vehicles
They need to have reasons to use all the lanes. Why should they use the empty lanes? th-cam.com/video/AQMnjuPLWVQ/w-d-xo.html