I was wondering how do I change the total time a sim will spend going to commute? It seems the distance they will travel is too short taking into consideration the map size and the real world. I want to be able to have my sims at least cover the distance of going across two large maps for example on a regular road. Is there a method of changing the parameters to make realistic commutes possible since I have seen pathfinding mods which increase speed but they still don't go far enough.
If you can hold up to the next NAM, there is a simulator Z that will significantly do just that like you won't believe, and maybe then it may be the one that goes far enough. That may not tell you how to change commute times yourself, but why go through the trouble if someone was already taking care of it. Z posted a thread about the new simulator, which had it for a while, don't know if it does, you may want to check with them.
You can try the Simulator z beta here: http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=4809 (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=4809)
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In the suburbs of my region, sims are commuting several tiles to job center city tiles. I've connected them primarily with a single avenue. Though, you are welcome to try your situation with roads and post your results in that thread. Neighboring city tiles need some jobs in order for sims to go to (and through) them. Also see the thread to decide which capacity level your networks should have.
I have noticed with roads they cannot go for example 5-6 km along a road. Though I do think it might be since speeds that are in place on roads are based on an in-town level and not a road in a rural area. Now would a RHW-2 be more accurate in portraying open road streches for gameplay purposes? I was trying to see what speeds commuters do use on different networks in-game for the mod but couldn't find anything.
The RHW would be faster then a road, because it has to allow high speed for higher lane capacity since the next RHW will have 10 lanes, but even though RHW 2 looks like its equivalent to a road, it would need to be used for just that, open stretches. The only exception is farms, and factories. Freight truck traffic seems to hop on it with no problem, at least when I have used it through those areas.
I do figure that in designing then to have the RHW2's in open areas if there are farms is to make sidestreets or depending on situations even outer roads. Hopefully the next RHW pack will include having signs show up on at-grade RHW intersections and exits for RHW2's so I could have super-2's as a possible 1st step in highway building.
I got to thinking, is there a way to plop something and make a road change its' speed limit from normal to have it operate more realistically? Then a tradeoff could be transit capacity where you can make a section of road go faster in exchange for some capacity and vise-versa. I was thinking this while seeing people post speed limit signs and thought if it could be functional.
Quote from: imperialmog on January 14, 2009, 12:02:25 PM
I do figure that in designing then to have the RHW2's in open areas if there are farms is to make sidestreets or depending on situations even outer roads. Hopefully the next RHW pack will include having signs show up on at-grade RHW intersections and exits for RHW2's so I could have super-2's as a possible 1st step in highway building.
That can be done. Someone just needs to take the time to put together a set of T21 exemplars for the RHW2 to place the sign props onto the network.
QuoteI got to thinking, is there a way to plop something and make a road change its' speed limit from normal to have it operate more realistically? Then a tradeoff could be transit capacity where you can make a section of road go faster in exchange for some capacity and vise-versa. I was thinking this while seeing people post speed limit signs and thought if it could be functional.
Sorry, there is not a way to change the speed of particular sections of a network. The best you can do is just place different sections of network together. For example, have a section of road in a residential area on a RHW2. The game isn't capable of having multiple speeds for a network, so you have to use workarounds like the example I created.
-Swamper
I figured there isn't a way to vary a network's speed, i know a number of people have stated that it would solve a lot of transit issues between rural and urban areas a lot. I think I saw some people looking at the exemplars and adding/modifying them to add some good eyecandy along our transit networks.
In my case of the speed limit thing I had my roads changed that they have the American dashed line textures, instead of the double yellow line texture, but the new RHW-2 also has that type of texture. So because they both do now, I have been able to do the concept Swampper mentioned. Since the styles of the two networks are now so close together the concept plays out well. Thanks to Videosean for changing the road textures. Although I think you have to contact him for that mod. Plus with the new SPM thats being worked on, this adds numbers to the concept. Dave Edgren also was doing dashed line texture replacements for the road network called rural roads, again same concept.
Quote from: j-dub on January 14, 2009, 06:38:22 PM
Plus with the new SPM thats being worked on, this adds numbers to the concept.
Keep in mind that the SPM is purely eye-candy and has
no effect on the speed of the networks they are placed on.
-Swamper