I never thought I would see the day that Biffa would remove a roundabout and put in a 4 way intersection. Oh the humanity! Dogs and Cats living together! 🤣🤣
I think the problem is that because of the side road for the cargo train terminal, and your lane connectors, people have to go a long way to get their cargo from a plane onto a train. If you allowed people to get from the main terminal building to the cargo train station without going through a big junction, or taking a u-turn at a roundabout, that would help.
I'm thinking the same thing, it's a bit convoluted atm. That's why we're not seeing any traffic on the original road and roundabout, the trucks are all leaving the cargo planes and going to the main roundabout so as to go to the cargo train. It's really a roundabout way of getting it done, you could say
I think you can also connect the cargo train directly to an internal airport road, so the cargo coming by train doesn't has to go through the terminal. Because isn't that the point of the cargo-train-airport-terminal? To get cargo directly to the planes. The way it's set up now, you could also use just the normal cargo-train-station.
Yup, the whole way through the video I was waiting for some kind of realisation that he spent ages designing a road set-up that doesn't allow for the transfer of cargo, and it never came. Sort yourself out, Mr.
Man that callback to Ep. 1 hit home. Your New Tealand videos helped me get through the incredible stress during that last stretch of my first year of teaching with all the COVID craziness going on. I haven't finished this episode yet, but thank you for this build.
There should be a direct connection between the airport and the train station. A lot of trucks from the train station are going to the airpot, and the reason you lost all the trucks on the airport lane with the turn-around is that all the truck are now going out of the airport from the airfield side and to to the train station through the roundabout. Another idea is to place a ferry terminal near the airport as well, that way you may have fewer trucks from that other place you briefly showed that also had a ferry pier nearby
Right! The whole time I’m screaming like make a road where the round about is to the other side of the airport, it could cut right through and back on the cargo roads
there is an issue with the new cargo terminals that came with the airport DLC. it seems that the CIMS prefer to use it over the old regular terminals, hence the traffic heading all the way to the airport. I recommend u replace all the old ones with the new one and see what happens. i think another player did the same and it worked.
I have an issue where the new airport train terminal would not receive trains from all of my old cargo train terminals. The new one only exports. So I put an old cargo train terminal down as well and it receives internal cargo train traffic. I’ll have to try replacing them all but I am using the old version of More Effective Transfer manager so maybe that’s it too.
Yep, that airport cargo terminal does not work as expected. I did some testing and found some really strange behaviour (UK spelling). I found trains would not go to the Airport Cargo Station in all cases. I could not get trains to come to the Airport Station in one case and putting a Regular Cargo terminal a few train segments away from the Airport Cargo Terminal finally got the trains to show up, but the trains would go through the Airport Cargo terminal and around the block just to get to the regular Cargo terminal. Weird.
I've noticed that the game seems to tier some options and support them over others. it seems like they are prioritizing the airport train station for exports over all other cargo train stations. maybe severing the outbound connections from the airport train station will get them to increase utilization of more local cargo rail stations for exports? IMO that airport terminal should be mainly used for cargo coming to and from the airport, but it doesn't seem to serve that function well. I'd also add that most of the traffic on the road in front of the airport train station was for the airport train station, so doubling the road didn't end up positively affecting anything.
THe way software works, the order that the processing occurs in can create inadvertant/unintended prioritization. Possibly what's happening here you're saying?
Did New Tealand just demonstrate what happens when one part of the Infrastructure of a country becomes overwhelmed? I think you had a mini-Covid simulation ;) It would be interesting to have a "If your city dies how can you recover" episode As always, fun episode
I suggest to connect the cargo airport directly to the highway and force all cargo traffic to use highways to the cargo airport. It means to completely remove the roundabouts and crossings to the airport. Using a fast 3 way highway intersection should solve the problem of backing up cargo traffic imho. Cargo train terminals are well known to produce a lot of traffic and I guess a cargo airport has the same effect
But instead here in New Tealand a cargo train terminal is placed very close by a cargo airport. Does all the cargo traffic between these two cargo creators & receivers need to go via the highway too?
7:40 Do the trains really need the turn around? But what happens if there's a queue of trains to get into the station? Trains couldn't leave because the rail is blocked. Seems prudent to have an "exit" rather than a turn around loop that takes them back thru the station.
Each side of the two-way rail takes a different direction. Even if there are trains in queue and a train up to in the station, leaving trains can traverse the other side of the two-way directional rail.
Or there is the one that has a bridge allowing traffic going straight through the junction to go over the top of the junction bypassing the lights altogether.
@@Stormcrow_1 The shear volume of traffic leads me to agree that some sort of free(er)-flowing junction will be necessary. Now watch Biffa prove me wrong!
21:05 Biffa: "None of them seem to want to send out the maximum number of hearses." Also Biffa, clicks on a crematorium and it says 9/9 used. Having a similar issue. My city that was fine (no mods) before 1.14/Airports keeps having massive numbers of dead people not being collected. Deathcare buildings are sending out about half of the hearses available. It sometimes clears up, but then soon after the cycle repeats. Losing money. Also having issues with not enough goods to sell. Again, was fine before the patch.
Biffa in case you were wondering why your roundabout at the Airport wasn't working properly, take a good look at the lane Arrows on the Roundabout at 14:32 ... 🤣
As boring as it might sound, I think you may need to rip up the whole lot, highway junction included, and start afresh. If the cargo airport had it's on proper highway ramps and the local traffic was able to slip in, then it should all flow much better
The cargo airport issue aside (pointed out by M Nass), I agree. Both the cargo airport and the train station are behind one junction that just can't handle the volume, it's asking for trouble.
@@Kristofburger That's the issue I always run into with cargo of any sort. It just get overloaded with traffic. If only there were a decent multiplane cargo hub entrances, like with the toll booths.
@@tenter8457 I was referring to the roundabout he later replaced with a standard 4-way junction, not the cargo terminals themselves. The amount of import and export determines how busy your cargo ports will be otherwise.
The problem with dedicated lanes at the final signal controlled junction is that the straight-on capacity (of receiving two lanes of traffic) isn't been used, you have just one straight-on lane into two lanes. The one straight-on lane should be two lanes staight-on (one shared with right turners). Lane mathematics is required at junctions as well as on motorways.
Ah, I just said the same thing! Really important to think about lane mathematics as *not* just being a "1 goes into 1" rule but looking at how much traffic there is on each flow and adjusting the lanes to suit. It seems to be a long-standing blind spot for Biffa to just count the number of lanes and not look at whether the lanes are being used efficiently.
@@stevieinselby Yep thats it, people want to jump to a solution quickly without realising where all the traffic wants to go and adjusting the lane accordingly
I mainly only really watch biffa for CS gameplay, does having budgets set to 100% or above increase the risk of fires? I would assume that having electricity sources overworking for example would cause fires but not sure if the game works that way
@@smith549371 Yes. The benefit is not directly correlated to the cost. Going to 150% cost only gives you 125% benefit; going to 50% cost only gives you 25% benefit.
I think what you need is a junction where you put that little slip lane. That will divert those not wanting the cargo station or airport. You also need to allow for a connection between the station and the airport so some can avoid the highway altogether.
40:45 Maybe you over engineered the highway intersection. The residential traffic from the west needs a more direct way to make a turn to drive north. Your current setup forces them to mix with industrial and cargo traffic headed from the west to south that are driving to the cargo airport/train area.
SO no one is going to the cargo buildings for the cargo airport. I think you might want to double check that. Also the cargo train terminal that came with the update is either buggy or runs weirdly because I dont think you got any trains in after you connected the lines to the city. It has two spots for trains but only one works.
28:00 “Bring out your dead!” That is a lot of hearses. All I could think of when seeing this was “Huh. Seems Covid finally reached New Tealand.” Edit: Ah. 32:49. I see. Makes sense that it would cause performance issues actually.
23:10 When you click on the buildings to see routes it shows only vehicles going to the building you clicked on. So in the case of death care buildings you only see their routes when their vehicles are returning to their buildings, which is after the vehicles have collected all the dead they can collect.
Stuff coming from airport (right to left on bottom road) can't get to cargo train now (left to right on top road) @16:05 That's why they're not 'cuttinf through' the airport. They have to 'leave' the airport to the roundabout and then get on the main road towards the cargo train adding extra traffic to the roundabout (changed to timed traffic light at the end)
The airport DLC station seems to export using both trucks and trains but import ONLY via trucks. This truck issue will only get worse especially if the transfer mod doesn't work. I saw this on another CS youtuber who got really mad when the airport station never imported using trains and only used trucks and almost crippled his whole city.
For the traffic fix: The only thing I see wrong with that junction itself is that at 39:00 you see that while left-turning traffic is coming from the top right to the bottom right, the right turning traffic from the bottom left is allowed to do the same. You probably just need to go into the timed traffic light setup to remove those right turns in each phase (they already have twice as many opportunities to go than all other movements). But then the junction could be able to handle the traffic with the right ratio of green phases. Another thing to consider: The road you click on at 39:57 has 2 lanes going to the first (bottom) exit of that roundabout, and that's blocking the path of the traffic that wants to cross the highway. The interchange isn't bad. It's a partial cloverleaf, imho one of the best service interchanges. (Only a "Single Point ParClo", or something completely over-engineered like a turbine or stack interchange would be better.) It's only problem is that the roundabouts are hurting more than they are helping. On a parclo you only have a single conflict at each of those 2 points, which you can easily solve with "give way" signs and lane management. But to properly do the lane management, you'd need to turn those roundabouts into 4-way junctions.
First, turn the intersection near the cargo airport into a turbo roundabout, these are effective at moving a lot of traffic. Second, replace the current interchange for something like a stack interchange. I know it is not meant for that, but it will work much better then what's there at the moment.
instead of reconstructing the whole zone, let build another new cargo airport on the other side of the island only one airport for such a large island is bottleneck I think it should have at least 3x cargo and 2x smaller passenger airports in addition to the big international around Island
Yay! This is my fav map! Get back from baking cupcakes with my Italian meringue buttercream, come to rest my back and see you've posted! Thanks for getting me back into this game!
You have a regular bulldoze bar where you can set it to abandon and it S built in as I play on PlayStation 4 and I just hit a button combo and it only destroys abandoned buildings so maybe lay around with buttons and see what happens.
Since the new release and I'm running vanilla on playstation, things have been broken. Starting a new city getting up to 20k population and goods started to fail to be delivered. Also I began to have no residential demand. On top of all of this I built a farm and nothing seemed to be stored in the silos even though it says 100% full on balanced and no departing trucks. THIS IS NOT A PROBLEM WITH YOUR MODS, THE DLC BROKE THE GAME! PLEASE TELL PARADOX
I think it's a bug I saw this in a couple of builds.... the new airport DLC Cargo terminal attracts lot of trucks. In your build lot of trucks are coming from far to airport even though they have other train terminals. Ideally the airport train terminal should be exclusively for the airport import export
I think the airport intersection needs some form of advanced level crossing or an overpass. The highway ramps also need a different approach, Diverging doamont might fit that bil best, as it is already fairly spaced out
I’m having the exactly same issues in my city. First everyone dies, then all hearses working 24/7. Then airport cargo creating chaos through the whole city. Lol it seems that trucks are going a lot slower to the airport cargo station and it’s causing a big backup.
Biffa, I think that the issue you have with the cargo airport is that the train station is outside the airport. The way I am understanding it is that the roads with the cargo buildings in the median are supposed to be separated from the rest of your road network with the connection being the cargo terminal only. The airport train station/terminal is meant to be inside this restricted area with the planes. If you follow the trucks exiting your airport terminal you should see almost all of them want to go to the airport train station. I think putting the train station behind the cargo terminal and on the side of the planes will also prevent trucks from the rest of the city trying to use it and clogging up the whole system. I also think the trucks from the airport de-spawn at the train terminal rather than going back. I am not 100% on that though and it might just be when the train terminal is within the airport. Thanks for the awesome content Biffa!
On the north side of the intersection there is a rotary. I would make a direct two way road from there to the airport rail facility bypassing the tolls and everything else. Then separate the cargo road from the airport road.
There's always the option of replacing the crossroads with an intersection. Most of your traffic crosses straight across. Very few will be lefthand turns. Prioritize on 2 lane roads going straight ahead crossing over eachother. Single lane liproads going right and merge them along a couple of nodes. Left turning traffic should be dealt with on other sections: slip lane to the highway, sliplane going right back to the airport from the cargoterminal etc.
The dead people collection issue has been a massive problem since the update..... on my console... suddenly loads of bodies not being collected. no mods.
This may be addressed later in the video (I haven't finished it yet), but would the "Prefer local district services" option potentially have trouble with the way you have your university district set up? It's one district (unless that changed - I missed a few episodes) spread out over several small locations, and I'm wondering if it will try to get services from one of the other locations in the same district across the city. Anyway, back to watching the video :)
The bicycle lanes near the cargo airport, NO ONE in the their right mind would ever use those... 🤣 And one section they CAN'T use because of the toll booth.
09:00 Use the spawn point mod to stop the lorries exciting through the back of the building. They're trying to exit the airport on the same road as all the rail hub traffic. Making them exit from the front would remove the need for an extra road.
best thing to do here is overbuild this junction. flyover plus underpass for straight on traffic, for intersecting sides. dedicated turns for non crossing traffic, and at level timed traffic lights for crossing turn traffic. I think yumbl used a great mod for creating one lane flyovers within the 3 lane road. then use that as a template or asset, and go around the city, add it as many places as we can.
I think the biggest problem with the airport is that you have funneled all your trying to travel between airport and train terminal to the one intersection. You should either adjust the lane connector at the train terminal entrance or place a slip or connect your turnarounds to allow a more direct path to the train terminal
After this long time playing and watching this city we all might need a little tour throughout the city. Maybe an episode of timelapses and visits here and there. Like in the Japanese distict would be cool. I think with this you definitly unlocked the big church I guess which needs x,xxx abandoned houses.
As a new player, it strikes me that there are two things in CS that you don’t monkey around with; water and mods! It’s great to see even super-experienced players run into problems (and then solve them) from time to time. Congratulations on saving New Tealand: looking forward to further episodes in the future.
I think you’re having the same issue with the airport cargo terminal that I was having. For some reason it seems to make that terminal the priority terminal for all cargo trucks. I ended up bulldozing mine as it was creating gridlock throughout the city. It’s obviously only become an issue in your city once you connected the terminal to your main train network.
I think the traffic is caused by the new DLC double track cargo station. Had the same problem in my city, it was backing up traffic down the highway all the way across the city. It’s almost like it’s too slow cycling the trucks and trucks will forgo the cargo station on the other side of the city mere blocks away to instead drive all the way to the airport. Swapped mine out for a double track asset from the workshop that I was using before Airports and the problem went mostly away. Still have traffic, but not like that. Also don’t have as many trucks trying to get to it from the wrong side of the city.
39:51 biffa has me checking my phone for a text lol Also, pretty sure it's too late, but if you just switch the connection spot of the cargo airport and the train station (maybe bring the airport road straight across, and tunnel/bridge the rail road across to the south?) and remade a roundabout, I think it'd fix the problem. That way there isn't any overlap between people leaving the cargo airport and people entering the train station.
There's a problem at the cargo airport in which the any trucks that want to transfer goods between the airport and the railroad area now have to leave the airport area in order to turn around, come back onto the airport grounds, and go to the area the goods are destined for. The trucks were using the large roundabout that was changed to a timed light. now they will travel even further in order to turn around. Since the purpose of the airport is to export and import good then I'd recommend disconnecting the rail link to external cities. Other train stations may handle the importing and exporting goods. Move the rail station back to where it was originally placed and connect it to the internal tracks. This will reduce truck traffic in a number of ways. It will stop trucks from using the rail station to import and export goods. By reverting the position of the rail station trucks won't have to make a long journey to get from the airport to the rail station and vice versa. This just came to me, how about a "round about" between the rail station and the airport in a counter clockwise direction? I used quotes as it'd be a blockish roundabout as the top and bottom would be the rail station and airport respectively. The airport and rail station would be separated by a small distance for the roundabout to fit. Double lanes would be used on the top and bottom to allow vehicles to pass if they are not interested in that building. On the western side, if the rail station was north, curved exit and entrance lanes heading west would exist. Vehicles do not have to exit the roundabout so that they may easily take cargo from the rail station to the airport.
I do think the intended use of the cargo airport train station is to connect it directly to the airport. Reforming that area to really tick might make a good entry into a fixit episode.
Hi Biff, I thought, pretty early on in your video that the train cargo road traffic could gain access from the Northern roundabout (just off the highway) so that rail and air road traffic were kept separate. Liked the idea for the timed traffic lights though - maybe with a couple of changes coming out of the terminals (I noticed harldy anyone turning left [from the south junction] so you could get more throughput by having the left lane for left AND straight on?
Being asked, here's my thinking, based on 41:16: I don't like the layout because you cannot see which road is built for which purpose: Two big road lead to the airport, each with one direction jammed and one empty?! what path do trucks from rail cargo take?! 1st: check and make sure traffic between station and stands has its own clear path within airport, not mixing with external traffic 2nd: 2 T-Junctions instead of the 4W: a) two toll roads into one airport road; b) airport road split towards cargo station and other airport access (entering and leaving don't block each other any more). Roundabouts might do as well, but I'm a fan of timed traffic lights since I've learned how to use them properly (thx, Yumbl). Depending on1st, the 2nd T might even become obsolete 3rd: Consider replacing the huge interchange with a smaller service interchange. Considering the load shown, I'd opt for a PARCLO. Space gained can be used for clear road and rail layout. 4th: if you stick with 4W junctions with 2+3 roads, use lane connectors to assign rt slip lanes and adapt the light cycles right turn evergreen all directions. If capacity is limiting, upgrade to 5+3 roads (2 left, 2 straight, 1 right (evergreen). If pedestrian dare to approach, off an overpass. 5th: Why do sims want a U turn at the interchange?! probably solved elsewhere, but an overpass might help.
Tips for you Biffa: When using a bulldozer, u can select to Only remove certain types of infrastructure, so you can choose to only destroy abandoned houses, then additionally you can increase the size of area you want the bulldozer to affect, so you can make a huge circle area and if you hold the button while moving the mousepad you would've removed the abandoned houses in a couple of seconds ;) Btw, 36:46 RIP rock
I am very happy New Tealand has survived!! Creator Agusingnavy has created two versions of a Pinavia interchange on the Workshop that are well worth a look. Both work beautifully and are stunning to watch in game. The standard round one is "Pinavia Interchange", and the oval one is "Pinavia Ellipse Interchange". Please consider them for they really are favorites of mine.
I think you could do a go-around-lane at the roundabout (the southern one at the Highway junction), so traffic can flow straight to your new 4-way. You might need more lanes on the off-ramp though, and your slip lane might also get in the way. You should also watch where all those cars from your terminals are going, maybe you can add a shortcut on the right to the highway, or skip the 4-way junction.
Looking at that queue of trucks waiting to get into the cargo terminal gives me PTSD from Friday afternoons when i was asked to “just pop this box over to Freightliner at Birmingham.”
As always a fun video. You should invite Yumble to do a guest appearance to fix that junction at the airport. you have promoted him so much and you both have very different ways of viewing junctions.
I think what's happening with the Cargo Airport's rail terminal is everyone wants to deliver there instead of the local ones. And since you connected an Airport internal road to the general road network, people just go through tot he city, ie.: missing the whole point of the airport terminal and customs checks... So anyone coming out the terminal building should just drop of at the train station, or the trains should deliver to there and vans would carry it in to the airport and the planes...
Biffa, that Continued version seems a bit riskier, it is being taken over and updated but the updater has comments turned off and there's comments on the old mod saying the Continued version broke their city. The old version still works with Airports, the bug with the cargo train terminal is from the actual DLC, not the mod. Avanya, the CO community manager, she said they're looking into it on the CO forums.
You can split the traffic. The existing highwayjunction can move a lot to the left an there connects the road, that heads out to the natural reserve. Right off the airport (maybe over the river) there can you build a new highwayjunction only for both parts with heavy traffic: the airport, and the train-hub.
I experienced the same issue with my old city. Once I built the airport/cargo airport from the new dlc, I had a massive death wave that consumed my city. My population dropped from 125,000 to around 80,000. I had to plop quite a few crematorium facilities to boost the efforts and my population did recover. I’m relatively mod light but still not sure where the conflict lies. The usage for my new airport/cargo airport dropped off precipitously as did usage for every facet of my mass transit. My road traffic didn’t increase interestingly enough. My city pretty much reached a point of stagnation despite recovering from the death wave. 🤷
For the fix at the end, I would suggest removing the intersection altogether and just allowing each axis (east-west and north-south) to go straight ahead.
4:13 did you figure out what was causing those errors? For me it was TMPE, unsubscribing from the stable version and using the experimental version instead seems to have fixed it
I believe there is an in-game zoning policy that restricts the vehicle type "Trucks", could maybe use this to implement an easier slip lane rather than reconstructing the entire highway interchange? It seemed only the trucks wanted to continue on into the cargo area. Thanks for the great content and smiles Biffa!
For your little traffic lane sliplane, if you have lane controller set up, you may be limiting them from going straight on, so they can only turn right and come right back where they came... obviously not what you want.
Interesting to see the game accurately models those idiots who go careening down the outside of a queue of traffic only to have to push in at the end of the queue (9:20).
Would have to check the name of the mod but I've got one installed that has a bar at the top of the screens showing the needs of the citizens and the number of each need, eg electric, dead body needing collection, lack of goods, lack of customers, lack of staff, etc. It might have help you to spot the surge in dead bodies not collected
Loved seeing you make the mistake I do: focus on some big building project and ignore the rest of the city as it falls apart. It was more impressive seeing it recover. For the traffic if you're having massive numbers of traffic going for essentially a u turn, look at the exchanges to either side to see why they're being forced to go the wrong way in the first place. Maybe add a u turn lane before the exchange.
For your junction at the end you've got 2 'inbound' lanes but everyone's always picking the right most. You could use lane connectors and switch it so everyone always have a clear right turn then do custom traffic light staging so everyone can always turn right as they'd be no crossing then stage the other directions to prevent crossing.
I think you can take out the south road since the east road is connected to the airport anyway. That would make the timed traffic light more efficient, as well as make more use of the east road (that is currently only used for the cargo train station as the south road is a shorter distance then going through the eart road to enter the airport)
@Biffa for the cargo airport rail station road connection: why not use a road with a median where the trucks are not allowed to cross over? Or one way road to the turnaround and one way road from the tournaround to the rail station?
I think you should add a way for them to get onto the opposite side of the freeway instead of having to go through the roundabout causing unnecessary traffic. so for example, have an elevated on-ramp/junction curving to the other side of the freeway (westbound), almost like the vanilla junctions but longer, and better. Better explained like: Start off with the junction (that is going to connect to the other side of the freeway) just west of the loop, and curve it all the way across the other side, over where it connects with the on-ramp going westbound. So like a U going from the eastbound highway to the westbound on-ramp, bypassing the roundabout junction. Hope that explains that well enoug. Also, maybe find out WHY they are wanting to turn around and go the opposite way on the freeway as well.
optimised outside connection has a conflict with more effective transfer.. I was getting the "exception" popup with both, so I changed back to Rebalanced Industries instead of the optimised OC.. they do the same thing, but OOC has some extra options for dummy traffic, which I think is the cause of the problem
Have you tried the Thruabout? They recently built one in Bristol to solve a serious issue involving three main roads and a secondary. Not sure if the AI would use it right though.
On the Xbox version there’s a way to have the bulldozer only demolish abandoned building, and the brush size for it can be expanded. It’s not a mod but built into the base game. Much quicker than manually demolishing each building.
I'm glad you recovered, Biffa. If you hadn't I suspect there would have been accusations of foul play... Mayor Biffa in the cargo airport with a transfer mod.
@Biffa That east road to that rail line has way too much traffic to go through any intersection, I think you should make a dedicated highway connection for just that, and add long exit ramps and extra road to absorb the traffic to it.
The off ramp of the highway can use two lanes instead of one. The new intersection could use you go there when they turn. They are crossing over on the turn. No cargo trucks are leaving the front of the cargo airport but going to the light to go to the cargo train. Might be a good idea to put a internal cargo tain in the cargo airport itself which you will have to add trash and fire to the cargo airport road.
I’m not sure (and others may have already noticed and commented on this), but I feel like when you rebuilt the road between the cargo airport terminal and its train terminal that you removed a means for cargo to move from the planes to the trains, and when you removed the roundabout at the entrance, you removed a means for cargo to move from the trains to the planes. Also, is it really cheesing the game to use “reset object” in Move It when the whole reason you need to do so is because of a mod or DLC update and rather than some you mistake you made in your planning?
In your lane mathematics axioms and theorems, you should think about the exit lanes : tou think more about the incoming lanes, each being dedicated to one direction. Now add to that good thinking : the exits of an intersections can have conflicting merging of vehicles from different inputs, so you should have dedicated output lanes for those, just for two nodes, then they can merge. Take a look at one cross of all 3+1 roads, it's awful. All 3+3 works, so depending on traffic you can modulate. 3+2 can work but keep looking at what is happening on the exits and add lanes if needed.
You should turn the area where you added the cemeteries into some sort of memorial to the Plague of 2211.
Covid 2209?
Biffa played a subgame in CS called Plague Inc. xD
We still want more New Tealand, don't die.
Yes please keep it going
Definitely Agreed
I never thought I would see the day that Biffa would remove a roundabout and put in a 4 way intersection. Oh the humanity! Dogs and Cats living together! 🤣🤣
An he deleted the rock instead of saving it 😞 He casually hid it with a cut
@@TheStuleo how dare he 🤣
@@TheStuleo He didn’t actually, he moved it to the top left.
😮😮😮😮😮😮😮😮😮😮
😮😮😮
I think the problem is that because of the side road for the cargo train terminal, and your lane connectors, people have to go a long way to get their cargo from a plane onto a train. If you allowed people to get from the main terminal building to the cargo train station without going through a big junction, or taking a u-turn at a roundabout, that would help.
They basically have to leave the cargo airport and go back through the roundabouts to get the cargo on rail
I'm thinking the same thing, it's a bit convoluted atm. That's why we're not seeing any traffic on the original road and roundabout, the trucks are all leaving the cargo planes and going to the main roundabout so as to go to the cargo train.
It's really a roundabout way of getting it done, you could say
I think you can also connect the cargo train directly to an internal airport road, so the cargo coming by train doesn't has to go through the terminal. Because isn't that the point of the cargo-train-airport-terminal? To get cargo directly to the planes. The way it's set up now, you could also use just the normal cargo-train-station.
Yup, the whole way through the video I was waiting for some kind of realisation that he spent ages designing a road set-up that doesn't allow for the transfer of cargo, and it never came.
Sort yourself out, Mr.
Man that callback to Ep. 1 hit home. Your New Tealand videos helped me get through the incredible stress during that last stretch of my first year of teaching with all the COVID craziness going on.
I haven't finished this episode yet, but thank you for this build.
😁
There should be a direct connection between the airport and the train station. A lot of trucks from the train station are going to the airpot, and the reason you lost all the trucks on the airport lane with the turn-around is that all the truck are now going out of the airport from the airfield side and to to the train station through the roundabout. Another idea is to place a ferry terminal near the airport as well, that way you may have fewer trucks from that other place you briefly showed that also had a ferry pier nearby
Right! The whole time I’m screaming like make a road where the round about is to the other side of the airport, it could cut right through and back on the cargo roads
there is an issue with the new cargo terminals that came with the airport DLC. it seems that the CIMS prefer to use it over the old regular terminals, hence the traffic heading all the way to the airport. I recommend u replace all the old ones with the new one and see what happens. i think another player did the same and it worked.
I think so too, testing coming soon 👍
I have an issue where the new airport train terminal would not receive trains from all of my old cargo train terminals. The new one only exports. So I put an old cargo train terminal down as well and it receives internal cargo train traffic. I’ll have to try replacing them all but I am using the old version of More Effective Transfer manager so maybe that’s it too.
Yep, that airport cargo terminal does not work as expected. I did some testing and found some really strange behaviour (UK spelling). I found trains would not go to the Airport Cargo Station in all cases. I could not get trains to come to the Airport Station in one case and putting a Regular Cargo terminal a few train segments away from the Airport Cargo Terminal finally got the trains to show up, but the trains would go through the Airport Cargo terminal and around the block just to get to the regular Cargo terminal. Weird.
I've noticed that the game seems to tier some options and support them over others. it seems like they are prioritizing the airport train station for exports over all other cargo train stations. maybe severing the outbound connections from the airport train station will get them to increase utilization of more local cargo rail stations for exports? IMO that airport terminal should be mainly used for cargo coming to and from the airport, but it doesn't seem to serve that function well. I'd also add that most of the traffic on the road in front of the airport train station was for the airport train station, so doubling the road didn't end up positively affecting anything.
THe way software works, the order that the processing occurs in can create inadvertant/unintended prioritization. Possibly what's happening here you're saying?
I am seeing exactly the same. I have railroad at all my industries. The trucks now go right past them and head for the airport.
Agree, I'd completely disconnect any outside roads, ie from the roundabout, so trains would be the main delivery to the airport...
The Spiffing Brit. Another mannerly, tea-addicted, british gamer. With a TH-cam channel with some very interesting clips.
Him and biffa are my favourite TH-camrs
You should have put “intearesting”
not cities skylines, but compete in red bull challenge last august
Biffa and spif are perfectly balanced
Did New Tealand just demonstrate what happens when one part of the Infrastructure of a country becomes overwhelmed? I think you had a mini-Covid simulation ;)
It would be interesting to have a "If your city dies how can you recover" episode
As always, fun episode
I suggest to connect the cargo airport directly to the highway and force all cargo traffic to use highways to the cargo airport. It means to completely remove the roundabouts and crossings to the airport.
Using a fast 3 way highway intersection should solve the problem of backing up cargo traffic imho. Cargo train terminals are well known to produce a lot of traffic and I guess a cargo airport has the same effect
THIS!
But instead here in New Tealand a cargo train terminal is placed very close by a cargo airport. Does all the cargo traffic between these two cargo creators & receivers need to go via the highway too?
7:40 Do the trains really need the turn around? But what happens if there's a queue of trains to get into the station? Trains couldn't leave because the rail is blocked. Seems prudent to have an "exit" rather than a turn around loop that takes them back thru the station.
Each side of the two-way rail takes a different direction. Even if there are trains in queue and a train up to in the station, leaving trains can traverse the other side of the two-way directional rail.
@@willcaine1208 ah, I didn't realize that was a double rail. I thought it was a single rail that could be traveled in either direction.
I don't think they need to albeit they do run with the engine at the back...
I've binge watched loads of your videos and I can actually hear you say "dedicated turning lanes" in my sleep 😂 love the builds mate
You can try a Yumble junction for the airport. He's got a lot of 4 ways with timed traffic light.
Or there is the one that has a bridge allowing traffic going straight through the junction to go over the top of the junction bypassing the lights altogether.
@@Stormcrow_1 The shear volume of traffic leads me to agree that some sort of free(er)-flowing junction will be necessary. Now watch Biffa prove me wrong!
Yumbl, to be correct
21:05 Biffa: "None of them seem to want to send out the maximum number of hearses." Also Biffa, clicks on a crematorium and it says 9/9 used.
Having a similar issue. My city that was fine (no mods) before 1.14/Airports keeps having massive numbers of dead people not being collected. Deathcare buildings are sending out about half of the hearses available. It sometimes clears up, but then soon after the cycle repeats. Losing money. Also having issues with not enough goods to sell. Again, was fine before the patch.
Biffa in case you were wondering why your roundabout at the Airport wasn't working properly, take a good look at the lane Arrows on the Roundabout at 14:32 ... 🤣
As boring as it might sound, I think you may need to rip up the whole lot, highway junction included, and start afresh. If the cargo airport had it's on proper highway ramps and the local traffic was able to slip in, then it should all flow much better
The cargo airport issue aside (pointed out by M Nass), I agree. Both the cargo airport and the train station are behind one junction that just can't handle the volume, it's asking for trouble.
@@Kristofburger That's the issue I always run into with cargo of any sort. It just get overloaded with traffic. If only there were a decent multiplane cargo hub entrances, like with the toll booths.
@@tenter8457 I was referring to the roundabout he later replaced with a standard 4-way junction, not the cargo terminals themselves. The amount of import and export determines how busy your cargo ports will be otherwise.
A citizen used the thanos infinite gauntlet
The problem with dedicated lanes at the final signal controlled junction is that the straight-on capacity (of receiving two lanes of traffic) isn't been used, you have just one straight-on lane into two lanes. The one straight-on lane should be two lanes staight-on (one shared with right turners). Lane mathematics is required at junctions as well as on motorways.
Ah, I just said the same thing! Really important to think about lane mathematics as *not* just being a "1 goes into 1" rule but looking at how much traffic there is on each flow and adjusting the lanes to suit. It seems to be a long-standing blind spot for Biffa to just count the number of lanes and not look at whether the lanes are being used efficiently.
@@stevieinselby Yep thats it, people want to jump to a solution quickly without realising where all the traffic wants to go and adjusting the lane accordingly
I think Fire was always a problem for this city, especially in the early days 😅
I mainly only really watch biffa for CS gameplay, does having budgets set to 100% or above increase the risk of fires? I would assume that having electricity sources overworking for example would cause fires but not sure if the game works that way
@@smith549371 No, I doubt that level of detail and forward thinking is put into the game.
@@orppranator5230 is there any negatives to going over the 100%?
@@smith549371 Yes. The benefit is not directly correlated to the cost.
Going to 150% cost only gives you 125% benefit; going to 50% cost only gives you 25% benefit.
@@orppranator5230 ah ok thanks
I think what you need is a junction where you put that little slip lane. That will divert those not wanting the cargo station or airport.
You also need to allow for a connection between the station and the airport so some can avoid the highway altogether.
40:45
Maybe you over engineered the highway intersection. The residential traffic from the west needs a more direct way to make a turn to drive north. Your current setup forces them to mix with industrial and cargo traffic headed from the west to south that are driving to the cargo airport/train area.
SO no one is going to the cargo buildings for the cargo airport. I think you might want to double check that. Also the cargo train terminal that came with the update is either buggy or runs weirdly because I dont think you got any trains in after you connected the lines to the city. It has two spots for trains but only one works.
28:00 “Bring out your dead!” That is a lot of hearses. All I could think of when seeing this was “Huh. Seems Covid finally reached New Tealand.” Edit: Ah. 32:49. I see. Makes sense that it would cause performance issues actually.
@@automation7295 Nope! Said it was the bubonic plague instead! 😂
23:10 When you click on the buildings to see routes it shows only vehicles going to the building you clicked on. So in the case of death care buildings you only see their routes when their vehicles are returning to their buildings, which is after the vehicles have collected all the dead they can collect.
Stuff coming from airport (right to left on bottom road) can't get to cargo train now (left to right on top road)
@16:05
That's why they're not 'cuttinf through' the airport. They have to 'leave' the airport to the roundabout and then get on the main road towards the cargo train adding extra traffic to the roundabout (changed to timed traffic light at the end)
8:42
imo, you should put two or three cargo train.
The airport DLC station seems to export using both trucks and trains but import ONLY via trucks. This truck issue will only get worse especially if the transfer mod doesn't work. I saw this on another CS youtuber who got really mad when the airport station never imported using trains and only used trucks and almost crippled his whole city.
For the traffic fix:
The only thing I see wrong with that junction itself is that at 39:00 you see that while left-turning traffic is coming from the top right to the bottom right, the right turning traffic from the bottom left is allowed to do the same. You probably just need to go into the timed traffic light setup to remove those right turns in each phase (they already have twice as many opportunities to go than all other movements). But then the junction could be able to handle the traffic with the right ratio of green phases.
Another thing to consider:
The road you click on at 39:57 has 2 lanes going to the first (bottom) exit of that roundabout, and that's blocking the path of the traffic that wants to cross the highway.
The interchange isn't bad. It's a partial cloverleaf, imho one of the best service interchanges. (Only a "Single Point ParClo", or something completely over-engineered like a turbine or stack interchange would be better.)
It's only problem is that the roundabouts are hurting more than they are helping. On a parclo you only have a single conflict at each of those 2 points, which you can easily solve with "give way" signs and lane management. But to properly do the lane management, you'd need to turn those roundabouts into 4-way junctions.
First, turn the intersection near the cargo airport into a turbo roundabout, these are effective at moving a lot of traffic. Second, replace the current interchange for something like a stack interchange. I know it is not meant for that, but it will work much better then what's there at the moment.
instead of reconstructing the whole zone,
let build another new cargo airport on the other side of the island
only one airport for such a large island is bottleneck
I think it should have at least 3x cargo and 2x smaller passenger airports in addition to the big international around Island
Yay! This is my fav map! Get back from baking cupcakes with my Italian meringue buttercream, come to rest my back and see you've posted! Thanks for getting me back into this game!
You have a regular bulldoze bar where you can set it to abandon and it S built in as I play on PlayStation 4 and I just hit a button combo and it only destroys abandoned buildings so maybe lay around with buttons and see what happens.
Since the new release and I'm running vanilla on playstation, things have been broken. Starting a new city getting up to 20k population and goods started to fail to be delivered. Also I began to have no residential demand. On top of all of this I built a farm and nothing seemed to be stored in the silos even though it says 100% full on balanced and no departing trucks. THIS IS NOT A PROBLEM WITH YOUR MODS, THE DLC BROKE THE GAME! PLEASE TELL PARADOX
I think it's a bug I saw this in a couple of builds.... the new airport DLC Cargo terminal attracts lot of trucks. In your build lot of trucks are coming from far to airport even though they have other train terminals. Ideally the airport train terminal should be exclusively for the airport import export
I think the airport intersection needs some form of advanced level crossing or an overpass. The highway ramps also need a different approach, Diverging doamont might fit that bil best, as it is already fairly spaced out
I’m having the exactly same issues in my city. First everyone dies, then all hearses working 24/7. Then airport cargo creating chaos through the whole city. Lol it seems that trucks are going a lot slower to the airport cargo station and it’s causing a big backup.
Biffa, I think that the issue you have with the cargo airport is that the train station is outside the airport. The way I am understanding it is that the roads with the cargo buildings in the median are supposed to be separated from the rest of your road network with the connection being the cargo terminal only. The airport train station/terminal is meant to be inside this restricted area with the planes. If you follow the trucks exiting your airport terminal you should see almost all of them want to go to the airport train station. I think putting the train station behind the cargo terminal and on the side of the planes will also prevent trucks from the rest of the city trying to use it and clogging up the whole system. I also think the trucks from the airport de-spawn at the train terminal rather than going back. I am not 100% on that though and it might just be when the train terminal is within the airport.
Thanks for the awesome content Biffa!
On the north side of the intersection there is a rotary. I would make a direct two way road from there to the airport rail facility bypassing the tolls and everything else. Then separate the cargo road from the airport road.
There's always the option of replacing the crossroads with an intersection. Most of your traffic crosses straight across. Very few will be lefthand turns.
Prioritize on 2 lane roads going straight ahead crossing over eachother. Single lane liproads going right and merge them along a couple of nodes.
Left turning traffic should be dealt with on other sections: slip lane to the highway, sliplane going right back to the airport from the cargoterminal etc.
The dead people collection issue has been a massive problem since the update..... on my console... suddenly loads of bodies not being collected. no mods.
Well we could name that hearse invasion "Men in black memorial day"
This may be addressed later in the video (I haven't finished it yet), but would the "Prefer local district services" option potentially have trouble with the way you have your university district set up? It's one district (unless that changed - I missed a few episodes) spread out over several small locations, and I'm wondering if it will try to get services from one of the other locations in the same district across the city. Anyway, back to watching the video :)
The bicycle lanes near the cargo airport, NO ONE in the their right mind would ever use those... 🤣
And one section they CAN'T use because of the toll booth.
09:00
Use the spawn point mod to stop the lorries exciting through the back of the building. They're trying to exit the airport on the same road as all the rail hub traffic. Making them exit from the front would remove the need for an extra road.
I read the title. I'm getting increasingly more anxious seeing the population going down, while biffa is micromanaging a road for 10 minutes..
best thing to do here is overbuild this junction. flyover plus underpass for straight on traffic, for intersecting sides. dedicated turns for non crossing traffic, and at level timed traffic lights for crossing turn traffic. I think yumbl used a great mod for creating one lane flyovers within the 3 lane road. then use that as a template or asset, and go around the city, add it as many places as we can.
I think the biggest problem with the airport is that you have funneled all your trying to travel between airport and train terminal to the one intersection. You should either adjust the lane connector at the train terminal entrance or place a slip or connect your turnarounds to allow a more direct path to the train terminal
After this long time playing and watching this city we all might need a little tour throughout the city. Maybe an episode of timelapses and visits here and there. Like in the Japanese distict would be cool. I think with this you definitly unlocked the big church I guess which needs x,xxx abandoned houses.
As a new player, it strikes me that there are two things in CS that you don’t monkey around with; water and mods!
It’s great to see even super-experienced players run into problems (and then solve them) from time to time. Congratulations on saving New Tealand: looking forward to further episodes in the future.
I think you’re having the same issue with the airport cargo terminal that I was having. For some reason it seems to make that terminal the priority terminal for all cargo trucks. I ended up bulldozing mine as it was creating gridlock throughout the city. It’s obviously only become an issue in your city once you connected the terminal to your main train network.
I think the traffic is caused by the new DLC double track cargo station. Had the same problem in my city, it was backing up traffic down the highway all the way across the city. It’s almost like it’s too slow cycling the trucks and trucks will forgo the cargo station on the other side of the city mere blocks away to instead drive all the way to the airport.
Swapped mine out for a double track asset from the workshop that I was using before Airports and the problem went mostly away. Still have traffic, but not like that. Also don’t have as many trucks trying to get to it from the wrong side of the city.
The title of this video sent me into cardiac arrest
Same cos I’ve spent the past few weeks watching it all again from the start 😳
39:51 biffa has me checking my phone for a text lol
Also, pretty sure it's too late, but if you just switch the connection spot of the cargo airport and the train station (maybe bring the airport road straight across, and tunnel/bridge the rail road across to the south?) and remade a roundabout, I think it'd fix the problem. That way there isn't any overlap between people leaving the cargo airport and people entering the train station.
And this perfectly demonstrates why I don't use many mods. Great video as usual Biffa. 👍
"Oh my giddy aunt"
I haven't heard that since my old friend was still kicking around... Subscribed.
There's a problem at the cargo airport in which the any trucks that want to transfer goods between the airport and the railroad area now have to leave the airport area in order to turn around, come back onto the airport grounds, and go to the area the goods are destined for. The trucks were using the large roundabout that was changed to a timed light. now they will travel even further in order to turn around.
Since the purpose of the airport is to export and import good then I'd recommend disconnecting the rail link to external cities. Other train stations may handle the importing and exporting goods. Move the rail station back to where it was originally placed and connect it to the internal tracks. This will reduce truck traffic in a number of ways. It will stop trucks from using the rail station to import and export goods. By reverting the position of the rail station trucks won't have to make a long journey to get from the airport to the rail station and vice versa.
This just came to me, how about a "round about" between the rail station and the airport in a counter clockwise direction? I used quotes as it'd be a blockish roundabout as the top and bottom would be the rail station and airport respectively. The airport and rail station would be separated by a small distance for the roundabout to fit. Double lanes would be used on the top and bottom to allow vehicles to pass if they are not interested in that building. On the western side, if the rail station was north, curved exit and entrance lanes heading west would exist. Vehicles do not have to exit the roundabout so that they may easily take cargo from the rail station to the airport.
I do think the intended use of the cargo airport train station is to connect it directly to the airport. Reforming that area to really tick might make a good entry into a fixit episode.
Hi Biff, I thought, pretty early on in your video that the train cargo road traffic could gain access from the Northern roundabout (just off the highway) so that rail and air road traffic were kept separate. Liked the idea for the timed traffic lights though - maybe with a couple of changes coming out of the terminals (I noticed harldy anyone turning left [from the south junction] so you could get more throughput by having the left lane for left AND straight on?
Being asked, here's my thinking, based on 41:16:
I don't like the layout because you cannot see which road is built for which purpose: Two big road lead to the airport, each with one direction jammed and one empty?! what path do trucks from rail cargo take?!
1st: check and make sure traffic between station and stands has its own clear path within airport, not mixing with external traffic
2nd: 2 T-Junctions instead of the 4W: a) two toll roads into one airport road; b) airport road split towards cargo station and other airport access (entering and leaving don't block each other any more). Roundabouts might do as well, but I'm a fan of timed traffic lights since I've learned how to use them properly (thx, Yumbl). Depending on1st, the 2nd T might even become obsolete
3rd: Consider replacing the huge interchange with a smaller service interchange. Considering the load shown, I'd opt for a PARCLO. Space gained can be used for clear road and rail layout.
4th: if you stick with 4W junctions with 2+3 roads, use lane connectors to assign rt slip lanes and adapt the light cycles right turn evergreen all directions. If capacity is limiting, upgrade to 5+3 roads (2 left, 2 straight, 1 right (evergreen). If pedestrian dare to approach, off an overpass.
5th: Why do sims want a U turn at the interchange?! probably solved elsewhere, but an overpass might help.
Tips for you Biffa:
When using a bulldozer, u can select to Only remove certain types of infrastructure, so you can choose to only destroy abandoned houses, then additionally you can increase the size of area you want the bulldozer to affect, so you can make a huge circle area and if you hold the button while moving the mousepad you would've removed the abandoned houses in a couple of seconds ;)
Btw, 36:46 RIP rock
Sounds like a mod as you can't do that with the normal bulldozer :-)
@@BiffaPlaysCitiesSkylines oh my bad. I just realized it only works on PS4/console, so you're right👍
I am very happy New Tealand has survived!! Creator Agusingnavy has created two versions of a Pinavia interchange on the Workshop that are well worth a look. Both work beautifully and are stunning to watch in game. The standard round one is "Pinavia Interchange", and the oval one is "Pinavia Ellipse Interchange". Please consider them for they really are favorites of mine.
I think you could do a go-around-lane at the roundabout (the southern one at the Highway junction), so traffic can flow straight to your new 4-way. You might need more lanes on the off-ramp though, and your slip lane might also get in the way. You should also watch where all those cars from your terminals are going, maybe you can add a shortcut on the right to the highway, or skip the 4-way junction.
Looking at that queue of trucks waiting to get into the cargo terminal gives me PTSD from Friday afternoons when i was asked to “just pop this box over to Freightliner at Birmingham.”
As always a fun video. You should invite Yumble to do a guest appearance to fix that junction at the airport. you have promoted him so much and you both have very different ways of viewing junctions.
I think what's happening with the Cargo Airport's rail terminal is everyone wants to deliver there instead of the local ones. And since you connected an Airport internal road to the general road network, people just go through tot he city, ie.: missing the whole point of the airport terminal and customs checks...
So anyone coming out the terminal building should just drop of at the train station, or the trains should deliver to there and vans would carry it in to the airport and the planes...
Biffa, that Continued version seems a bit riskier, it is being taken over and updated but the updater has comments turned off and there's comments on the old mod saying the Continued version broke their city. The old version still works with Airports, the bug with the cargo train terminal is from the actual DLC, not the mod. Avanya, the CO community manager, she said they're looking into it on the CO forums.
You can split the traffic. The existing highwayjunction can move a lot to the left an there connects the road, that heads out to the natural reserve. Right off the airport (maybe over the river) there can you build a new highwayjunction only for both parts with heavy traffic: the airport, and the train-hub.
Could you make a tutorial on how you make cities skyline look so good for you?
I experienced the same issue with my old city. Once I built the airport/cargo airport from the new dlc, I had a massive death wave that consumed my city. My population dropped from 125,000 to around 80,000. I had to plop quite a few crematorium facilities to boost the efforts and my population did recover. I’m relatively mod light but still not sure where the conflict lies. The usage for my new airport/cargo airport dropped off precipitously as did usage for every facet of my mass transit. My road traffic didn’t increase interestingly enough. My city pretty much reached a point of stagnation despite recovering from the death wave. 🤷
I've been having issues with my Industry not getting raw materials. Have any ideas for that?
Classic! "Biffing Sprit" arrives in this episode and suddenly the city says: "I'm out, I'm done. I've seen what he does with other games. Nope!"
For the fix at the end, I would suggest removing the intersection altogether and just allowing each axis (east-west and north-south) to go straight ahead.
4:13 did you figure out what was causing those errors? For me it was TMPE, unsubscribing from the stable version and using the experimental version instead seems to have fixed it
I believe there is an in-game zoning policy that restricts the vehicle type "Trucks", could maybe use this to implement an easier slip lane rather than reconstructing the entire highway interchange? It seemed only the trucks wanted to continue on into the cargo area.
Thanks for the great content and smiles Biffa!
For your little traffic lane sliplane, if you have lane controller set up, you may be limiting them from going straight on, so they can only turn right and come right back where they came... obviously not what you want.
If the city were to die, you can start over on a map that has a better rail network to begin with ^^
Oh man this rail network has been a killer 🤣
@@BiffaPlaysCitiesSkylines I had a map with a looping track like that, and the only way to fix it was to disconnect one line. Worked fine afterward.
Interesting to see the game accurately models those idiots who go careening down the outside of a queue of traffic only to have to push in at the end of the queue (9:20).
You meant to say "drive correctly as per the Highway Code". Also its called a zip merge and is very effective.
@@andrewchristofi8386 you are absolutely correct. That is exactly what I meant to say.
The delete mode should have a dedicated part for only abandoned houses. It should come with different sizes just to speed up the deleting process.
Hey biffa, could you rename your terminals to teaminals? It's more Tea
And maybe rename airport to "Biffing Spirit etc"
Would have to check the name of the mod but I've got one installed that has a bar at the top of the screens showing the needs of the citizens and the number of each need, eg electric, dead body needing collection, lack of goods, lack of customers, lack of staff, etc.
It might have help you to spot the surge in dead bodies not collected
@40:16, if you attached the roundabout in the north to the roads for the terminals and put a roundabout in there. I'm curious if that would help
Loved seeing you make the mistake I do: focus on some big building project and ignore the rest of the city as it falls apart. It was more impressive seeing it recover.
For the traffic if you're having massive numbers of traffic going for essentially a u turn, look at the exchanges to either side to see why they're being forced to go the wrong way in the first place. Maybe add a u turn lane before the exchange.
There's so much traffic going through that intersection that I think the only real long term solution is a proper interchange.
You should turn the cemetery”s into a memorial park after the mod crisis is diverted!
I'm glad you changed the airport name. I had some reservations about an airport whose abbreviation was MIA.
For your junction at the end you've got 2 'inbound' lanes but everyone's always picking the right most. You could use lane connectors and switch it so everyone always have a clear right turn then do custom traffic light staging so everyone can always turn right as they'd be no crossing then stage the other directions to prevent crossing.
I think you can take out the south road since the east road is connected to the airport anyway. That would make the timed traffic light more efficient, as well as make more use of the east road (that is currently only used for the cargo train station as the south road is a shorter distance then going through the eart road to enter the airport)
@Biffa
for the cargo airport rail station road connection:
why not use a road with a median where the trucks are not allowed to cross over?
Or one way road to the turnaround and one way road from the tournaround to the
rail station?
I think you should add a way for them to get onto the opposite side of the freeway instead of having to go through the roundabout causing unnecessary traffic. so for example, have an elevated on-ramp/junction curving to the other side of the freeway (westbound), almost like the vanilla junctions but longer, and better. Better explained like: Start off with the junction (that is going to connect to the other side of the freeway) just west of the loop, and curve it all the way across the other side, over where it connects with the on-ramp going westbound. So like a U going from the eastbound highway to the westbound on-ramp, bypassing the roundabout junction. Hope that explains that well enoug. Also, maybe find out WHY they are wanting to turn around and go the opposite way on the freeway as well.
optimised outside connection has a conflict with more effective transfer.. I was getting the "exception" popup with both, so I changed back to Rebalanced Industries instead of the optimised OC.. they do the same thing, but OOC has some extra options for dummy traffic, which I think is the cause of the problem
Looking at the crossroads near the airport. Maybe put the roundabout back in and an underpass or tunnel for the straight-ons?
Have you tried the Thruabout? They recently built one in Bristol to solve a serious issue involving three main roads and a secondary. Not sure if the AI would use it right though.
On the Xbox version there’s a way to have the bulldozer only demolish abandoned building, and the brush size for it can be expanded. It’s not a mod but built into the base game. Much quicker than manually demolishing each building.
I'm glad you recovered, Biffa. If you hadn't I suspect there would have been accusations of foul play... Mayor Biffa in the cargo airport with a transfer mod.
And the rail freight area at the airport needs a separate direct access to the highway as well in addition to it’s existing airport connection
@Biffa That east road to that rail line has way too much traffic to go through any intersection, I think you should make a dedicated highway connection for just that, and add long exit ramps and extra road to absorb the traffic to it.
I reckon you could try separate access roads from the highway for the cargo airport terminal and the railway cargo terminal right next to it
The off ramp of the highway can use two lanes instead of one. The new intersection could use you go there when they turn. They are crossing over on the turn. No cargo trucks are leaving the front of the cargo airport but going to the light to go to the cargo train. Might be a good idea to put a internal cargo tain in the cargo airport itself which you will have to add trash and fire to the cargo airport road.
I’m not sure (and others may have already noticed and commented on this), but I feel like when you rebuilt the road between the cargo airport terminal and its train terminal that you removed a means for cargo to move from the planes to the trains, and when you removed the roundabout at the entrance, you removed a means for cargo to move from the trains to the planes.
Also, is it really cheesing the game to use “reset object” in Move It when the whole reason you need to do so is because of a mod or DLC update and rather than some you mistake you made in your planning?
In your lane mathematics axioms and theorems, you should think about the exit lanes : tou think more about the incoming lanes, each being dedicated to one direction. Now add to that good thinking : the exits of an intersections can have conflicting merging of vehicles from different inputs, so you should have dedicated output lanes for those, just for two nodes, then they can merge. Take a look at one cross of all 3+1 roads, it's awful. All 3+3 works, so depending on traffic you can modulate. 3+2 can work but keep looking at what is happening on the exits and add lanes if needed.