(MOVED) Request: Modifiable street-traffic - Traffic-light intervals and streetcar generation. + bugs and rendering problem

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  • Hi there,


    I am looking for anyone or anything that could help me reduce the generation of streetcar-traffic any modifier that could help me reduce the gulb of streetcar's that is overflooding and if there is a possibility to modify streetlight's to adjust the interstition to reduce traffic gulps. Fixed the problem by closing off all the towns. Building 10-12 laned highways did not solve the problem; all the highways almost immediately over flooded.


    Thank you,

  • Seems like you have heavy performance issues, simulation and graphic performance.


    For diagram 1, have a look at the draw calls and sort for %

    Performace verbessern durch Mods entmisten?


    Diagram 2 shows that your save has very much to simulate.

    How much is your total population?

    Reducing number of towns helps. Otherwise decrease their size with editor. Or decrease building capacities with "Population Factor".

    Building 10-12 laned highways did not solve the problem; all the highways almost immediately over flooded.

    That is part of the problem. Better streets attract more traffic, right?

    Especially if those streets have very high speeds because this increases reachability.

  • A problem is re-occurring in picture



    This shows desire for interval modifications and street-priority ruling and perhaps a fix for the AI of the streetcars and / or a way to reduce and limit the spawn of streetcars.


    Attached (Draw Calls; This map is very much over the limit (+500 vehicles) and i am experiencing a lot less stability then before. beside my videocard might call for a replacement anyway)

  • Even in real life this occurs; mankind needed decades to recognize the fact that providing wide boulevards does not solve the traffic congestion issues but only triggers the appearing of more cars to fill those boulevards.

    There is is truth to this.


    As far as my account goes for this age Skyrise remains completely forbidden in europe.

    A Civil option to throw rally campaign's to gain more character magnets could do.

  • Attached (Draw Calls;

    The draw calls change with position/view, they would be interesting at positions with high red bars of models opaque (like first picture).


    This shows desire for interval modifications and street-priority ruling and perhaps a fix for the AI of the streetcars and / or a way to reduce and limit the spawn of streetcars.

    Car traffic and street behavior is not very good in this game.

    You can:

    -Reduce buildings capacity (Population Factor)

    -Improve transport lines to avoid car usage

    -Optimize street network

  • https://www.transportfever.net…133520-1-jpg/&thumbnail=1


    never build intersections that close like the two in the middle. Cars will try to keep intersections clear and the space between the intersections is too small for multiple cars, so only one at once will be able to cross the intersection. In your picture it looks like the cars are not waiting and blocking the intersetction, this happens if you change something with the road and will usually sort itself out after a while.

    Removing the traffic lights can add a lot of capacity to intersections and should fix the intersection with the railroad crossing. Other than that you really shouldn't have at grade crossings between railways and such big roads. Roundabouts can help, too, since they make the trip longer and people will try to avoid it by taking other roads or public transport.

  • here they are.



  • Triplepost zusammengefügt. Beachte Bitte die Forenregeln.

    Ich versuch euch ein fix/modifier für der "Reißverschlussverfahrung" im strasse und optione im Stopf und einstelbare-ampels, keine-ampels.

    - Regeln fur path-modifikation (regeln) fur autoverkehr' und autobahn.


    Und excusiert mein stellige niederdeutsch.


    Danke Sehr.



    Er ist ein problem mit der generation von Autoverkehr. 2.208 population -> 30.k + bestimmungen -> +1000 automobilen.

    Ich hat der configs abgespürt fur ein modifier hat jedem tag nichts gevunden.


    Vielen dank, Thank you for your time.



  • Please don't use translate, the translation is bad.

    You can write in english.

    MaikC forgot to write in english.


    What you are suggesting is the improvement of the ai car behaivior, which is hardcoded and not modable.

    VacuumTube.

    ~ Your Advanced Statistics Mod is currently giving me a unknown error. Stdout.txt is giving quite nothing on that matter by the way.



    BETA is proving to be ALOT more stable and has options to leave out traffic lights and significant behaviour. A temporal fix would be able to manage the generation of the traffic which seems to cause the problem. I think there should be taken a look at the amount of times it occurs traffic lights giving green light in the opposite directions would do. (see 1)

    Being able to manage the interstition of traffic and requesting these parameters to become modifiable would fix this problem seemingly immediatly.




    NO AI Building mod is allowing some improvement.


    Concluding the request would be.


    #Modifiable Traffic insterstition

    #No-lane swapping / merging (maybe AI priority roads)

    # NO SKYRISE

    # Lesser auto-vehicle generation of SKYRISE ERA C BUILDINGS.



    ## OT


    Google Translator indeed is RIP in 2017.


        



    Wörtebuch will do.

  • ~ Your Advanced Statistics Mod is currently giving me a unknown error. Stdout.txt is giving quite nothing on that matter by the way.

    You need to reproduce with Log Level 2 as described in the description and send me stdout

  • You need to reproduce with Log Level 2 as described in the description and send me stdout


    Nothing in Stdout regarding your mod. "An Error has occurred on this particular save-game. I reloaded it unto another savegame and it worked. No errors just on that savegame.


    -----------------------------------------

    Advanced_Statistics: GuiInit

    Info log for program bbTreeMultiDepth:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Info log for program bbTreeMulti:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Advanced_Statistics.gamebar: Successfully created gamebar buttons (insert left)

    MinidumpCallback: dumpPath "C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/crash_dump/", minidumpId "15b96e58-cb38-4a2d-a87b-8d2fe10d64fb", succeeded 1

    local time is Wed Jun 30 09:12:19 2021


    An error just occurred.

    -----------------------------------------






    ###


    As of tonight the game has become unplayable for the moment due to various errors and updating device driver.


    __CRASHDB_INIT__

    PreventSetUnhandledExceptionFilter: 1

    __CRASHDB_RENDERER__ OpenGL|ATI Technologies Inc.|AMD Radeon R9 200 / HD 7900 Series|3.2.14831 Core Profile/Debug Context 21.5.2 27.20.20903.8001|||4.60

    ARB_base_instance: 1

    ARB_bindless_texture: 1

    ARB_debug_output: 1

    ARB_instanced_arrays: 1

    ARB_tessellation_shader: 1

    ARB_texture_compression_bptc: 1

    ARB_timer_query: 1

    EXT_texture_compression_s3tc: 1

    EXT_texture_filter_anisotropic: 1

    NVX_gpu_memory_info: 0

    ARB_vertex_attrib_binding: 1

    KHR_debug: 1

    opened device OpenAL Soft

    sampling rate: 44100 Hz


    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    ..\..\src\Lib\renderer\opengl\tex_load.cpp:79: GL error 0x502

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


    GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 1000, severity GL_DEBUG_SEVERITY_HIGH): glCompressedTexSubImage2D has generated an error (GL_INVALID_OPERATION)

    serious problem detected!


    Info log for program terrainTriplanarSpecial:

    WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.



    Info log for program terrainTriplanarSpecial:

    WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.



    GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 3200, severity GL_DEBUG_SEVERITY_HIGH): Using glEnable in a Core context with parameter <cap> and enum '0x84f5' which was removed from Core OpenGL (GL_INVALID_ENUM)

    serious problem detected!

    GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 3200, severity GL_DEBUG_SEVERITY_HIGH): Using glDisable in a Core context with parameter <cap> and enum '0x84f5' which was removed from Core OpenGL (GL_INVALID_ENUM)

    serious problem detected!



    ###


    Info log for program bbTreeMultiDepth:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Info log for program bbTreeMulti:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Info log for program bbTreeMultiColor:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Info log for program bbTreeMultiColor:

    WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.



    Info log for program terrainTriplanarSpecial:

    WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.



    Info log for program terrainTriplanarSpecial:

    WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.


    Eventually resulting in a (BSOD) Bug Check 0xEA. THREAD_STUCK_IN_DEVICE_DRIVER bug.


    ###############





    ###############


    [ Name] Microsoft-Windows-WER-SystemErrorReporting


    [ Guid] {ABCE23E7-DE45-4366-8631-84FA6C525952}


    [ EventSourceName] BugCheck

    - EventID 1001


    [ Qualifiers] 16384

    Version 0

    Level 2

    Task 0

    Opcode 0

    Keywords 0x80000000000000


    - TimeCreated

    [ SystemTime] 2021-06-30T02:19:02.000000000Z

    EventRecordID 360721


    Correlation

    - Execution

    [ ProcessID] 0

    [ ThreadID] 0


    Channel System


    Security


    - EventData

    param1 0x000000ea (0xfffffa8015584b50, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000)

    param2 C:\Windows\MEMORY.DMP

    param3 063021-40435-01



    #### Error 2



    [ EventSourceName] BugCheck

    - EventID 1001


    [ Qualifiers] 16384


    Version 0


    Level 2


    Task 0


    Opcode 0


    Keywords 0x80000000000000



    [ SystemTime] 2021-06-30T03:08:55.000000000Z


    EventRecordID 360888



    Security



    - EventData


    param1 0x00000116 (0xfffffa800eeec4e0, 0xfffff8800f13e1c0, 0x0000000000000000, 0x0000000000000002)

    param2 C:\Windows\MEMORY.DMP

    param3 063021-42042-01


    ### ON PLATFORM


    Exception type: Lua exception


    This error is usually caused by modding. Some game resources contain incorrect data.


    Details:


    Error message: error: [string "mods/ldkmef_german_stations_motras_1/res/cons..."]:67: attempt to call method 'getPoleRadius' (a nil value)

    stack traceback:


    ####


    ## UPDATE 5 Added what i was doing.


    #### UPD 6:

    Benchmarking result


    I am unable to explain this phenomenon (garbage?) for the moment

    Example1:



    Example 2:



    Example 3:


    Example 4:


  • OurGreatReader

    Hat den Titel des Themas von „Request: Modifiable street-traffic - Traffic-light intervals and streetcar generation.“ zu „(MOVED) Request: Modifiable street-traffic - Traffic-light intervals and streetcar generation. + bugs and rendering problem“ geändert.
  • Even in real life this occurs; mankind needed decades to recognize the fact that providing wide boulevards does not solve the traffic congestion issues but only triggers the appearing of more cars to fill those boulevards.

    This is one of the typical half-truth of modern life. There seems to be one constant through history and across cultures, namely the time spent travelling:

    https://www.zukunft-mobilitaet…kehrsgenese-yacov-zahavi/

    This is approximately 1.5 h per person and day, and includes all traffic from walking to plane. New boulevards do not create traffic but attract them from other ways, places, and means. The seemingly "creates traffic until congestion" simply means that the boulevards do not provide room for all travellers going by car. And it means that taking a crowded boulevard by car is still (seemingly) more economic - taking money *and* time into account - than any other transportation (most people are surprised that I am faster by bike than they are by car for distances <4 km, including the time to walk to the vehicle and possibly shorter paths). A 6-lane motorway in the little populated french countryside hardly creates more traffic than a 4-lane motorway. In cities, you will not solve the congestion problems without an efficient and fast public transport system. But everytime there is such a suggestion, our so-called environmentalists start protesting.


    But as humans are, when the boulevard has been built they complain about the traffic there and complain about those cars which still use the old roads. And they protest against trams and subways as well.


    The mechanism in TpF2 is different, by the way. Here, more and better boulevards indirectly create traffic because population mainly depends on the number of potential destinations.

    13! = 13*12!

BlueBrixx