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NAM Traffic Simulator and Data View Support Thread

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OK, thank you. Well there are many other issues with Z as well which im not going to list in here atm.

I like my monorails. And I like them without air pollution because monorails do not cause air pollution at all.

I have now switched back to plugin A due of many reasons.

I like the pathfinding in Z though, and I think Z would be really great if you remove and downgrade:

- the extra intersection congestion

- the 100% forced fastest way to go to work

There are traffic lights in every road and avenue intersections in SC4. But in IRL that is not the case. So there is also no congestion.

If Z wants to aim to IRL, it needs still to focus on how the game is hardcoded, because you cant hardcode the game in traffic plugins and trying to do so, you just mix the game more and more and are actually making more bugs.

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OK, thank you. Well there are many other issues with Z as well which im not going to list in here atm.

I like my monorails. And I like them without air pollution because monorails do not cause air pollution at all.

I have now switched back to plugin A due of many reasons.

I like the pathfinding in Z though, and I think Z would be really great if you remove and downgrade:

- the extra intersection congestion

- the 100% forced fastest way to go to work

There are traffic lights in every road and avenue intersections in SC4. But in IRL that is not the case. So there is also no congestion.

If Z wants to aim to IRL, it needs still to focus on how the game is hardcoded, because you cant hardcode the game in traffic plugins and trying to do so, you just mix the game more and more and are actually making more bugs.

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Hmm. I tested some and I found that the extra added intersection congestion adds a lot to the commute time. So i cant ignore the red squares because:

- sims will look slower routes to avoid red squares

- red squares add a lot the commute time

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Hmm. I tested some and I found that the extra added intersection congestion adds a lot to the commute time. So i cant ignore the red squares because:

- sims will look slower routes to avoid red squares

- red squares add a lot the commute time

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Hmm. I tested some and I found that the extra added intersection congestion adds a lot to the commute time. So i cant ignore the red squares because:

- sims will look slower routes to avoid red squares

- red squares add a lot the commute time

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My commute time graph view is messed up! I went from Z to A for testing and my commute time rose from 40 to 3000! Ok It started to drop and it took 10 years to drop to 400! How can I have the commute time graph the way it is suppose to be in hard coded game and in A?

OK I tested further I took some commute time values from Z and copied to A, also copied the commute graph exemplar and I got commute time 12! Now Im confused that what is my commute time, huh. So I deleted the grap exemplar form the plugin but left the other commute time values and I was back at 400!

Im very confused! Please help.

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My commute time graph view is messed up! I went from Z to A for testing and my commute time rose from 40 to 3000! Ok It started to drop and it took 10 years to drop to 400! How can I have the commute time graph the way it is suppose to be in hard coded game and in A?

OK I tested further I took some commute time values from Z and copied to A, also copied the commute graph exemplar and I got commute time 12! Now Im confused that what is my commute time, huh. So I deleted the grap exemplar form the plugin but left the other commute time values and I was back at 400!

Im very confused! Please help.

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My commute time graph view is messed up! I went from Z to A for testing and my commute time rose from 40 to 3000! Ok It started to drop and it took 10 years to drop to 400! How can I have the commute time graph the way it is suppose to be in hard coded game and in A?

OK I tested further I took some commute time values from Z and copied to A, also copied the commute graph exemplar and I got commute time 12! Now Im confused that what is my commute time, huh. So I deleted the grap exemplar form the plugin but left the other commute time values and I was back at 400!

Im very confused! Please help.

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  • Original Poster
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    It would take several hours for me to fully answer your questions here, and they have already been answered in other places, most notably the Simulator Z support and development threads at SC4D.  But it does not seem that you are satisfied with my answers in any case.  So I will just address some of the simpler points.

    Technically, yes, there now is monorail pollution in Simulator Z.  This is not by design, but it is an unavoidable side effect of letting monorails add to monorail traffic, just like every other vehicle in SC4 and the real world.  Have you looked at how much pollution monorails actually generate?  It's virtually nonexistent.  It's not enough to affect anything in the game.

    Commute time is not particularly important in Simulator Z, other than for determining which routes the Sims will take.  As for the red squares, they are fully explained on the previous page.  They do no harm.

    The traffic simulator exemplar is probably the single most complicated exemplar in the game, by far.  So now you've messed around with it without understanding how it works, and your game doesn't work properly.  This is not at all surprising.  Get rid of any hybrid simlators, rerun the NAM installer with the options you want, and pick one of the existing simulators.  If you run it for a few years, you will get its standard behavior.  And if you start to tweak the simulator again, whichever one it is, you'll need to take responsibilitiy yourself for whatever happens from there.

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  • Original Poster
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    It would take several hours for me to fully answer your questions here, and they have already been answered in other places, most notably the Simulator Z support and development threads at SC4D.  But it does not seem that you are satisfied with my answers in any case.  So I will just address some of the simpler points.

    Technically, yes, there now is monorail pollution in Simulator Z.  This is not by design, but it is an unavoidable side effect of letting monorails add to monorail traffic, just like every other vehicle in SC4 and the real world.  Have you looked at how much pollution monorails actually generate?  It's virtually nonexistent.  It's not enough to affect anything in the game.

    Commute time is not particularly important in Simulator Z, other than for determining which routes the Sims will take.  As for the red squares, they are fully explained on the previous page.  They do no harm.

    The traffic simulator exemplar is probably the single most complicated exemplar in the game, by far.  So now you've messed around with it without understanding how it works, and your game doesn't work properly.  This is not at all surprising.  Get rid of any hybrid simlators, rerun the NAM installer with the options you want, and pick one of the existing simulators.  If you run it for a few years, you will get its standard behavior.  And if you start to tweak the simulator again, whichever one it is, you'll need to take responsibilitiy yourself for whatever happens from there.

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    It would take several hours for me to fully answer your questions here, and they have already been answered in other places, most notably the Simulator Z support and development threads at SC4D.  But it does not seem that you are satisfied with my answers in any case.  So I will just address some of the simpler points.

    Technically, yes, there now is monorail pollution in Simulator Z.  This is not by design, but it is an unavoidable side effect of letting monorails add to monorail traffic, just like every other vehicle in SC4 and the real world.  Have you looked at how much pollution monorails actually generate?  It's virtually nonexistent.  It's not enough to affect anything in the game.

    Commute time is not particularly important in Simulator Z, other than for determining which routes the Sims will take.  As for the red squares, they are fully explained on the previous page.  They do no harm.

    The traffic simulator exemplar is probably the single most complicated exemplar in the game, by far.  So now you've messed around with it without understanding how it works, and your game doesn't work properly.  This is not at all surprising.  Get rid of any hybrid simlators, rerun the NAM installer with the options you want, and pick one of the existing simulators.  If you run it for a few years, you will get its standard behavior.  And if you start to tweak the simulator again, whichever one it is, you'll need to take responsibilitiy yourself for whatever happens from there.

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    I reinstalled NAM and put clean A plugin. As Z modifies the commute time graph, switching to A messed the commute time graph completely! Commute time arose from 40 to 3000! And it took 10 years to drop at 400! So how do I get my real ingame/Maxis commute time?

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    I reinstalled NAM and put clean A plugin. As Z modifies the commute time graph, switching to A messed the commute time graph completely! Commute time arose from 40 to 3000! And it took 10 years to drop at 400! So how do I get my real ingame/Maxis commute time?

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    I reinstalled NAM and put clean A plugin. As Z modifies the commute time graph, switching to A messed the commute time graph completely! Commute time arose from 40 to 3000! And it took 10 years to drop at 400! So how do I get my real ingame/Maxis commute time?

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    The commute time graph, for the most part, is very buggy and rarely ever shows true commute time. In sim A, its often exaggerated (3000 time units wouldn't even be allowed by the simulator). In sim Z however its actually quite close, however like I said, the graph is quite odd.

    And as for taking 10 years, thats normal when you switch simulators. And I'm going to have to agree with z about the simulator tweaking and rapid switching.

    To get the real time, right now my only idea is to count all the tiles, calculate the speeds across every tile, ...yadda yadda yadda (basicly you become the graph engine)

    Vince


    I don't know what to put here anymore.

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    The commute time graph, for the most part, is very buggy and rarely ever shows true commute time. In sim A, its often exaggerated (3000 time units wouldn't even be allowed by the simulator). In sim Z however its actually quite close, however like I said, the graph is quite odd.

    And as for taking 10 years, thats normal when you switch simulators. And I'm going to have to agree with z about the simulator tweaking and rapid switching.

    To get the real time, right now my only idea is to count all the tiles, calculate the speeds across every tile, ...yadda yadda yadda (basicly you become the graph engine)

    Vince


    I don't know what to put here anymore.

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    The commute time graph, for the most part, is very buggy and rarely ever shows true commute time. In sim A, its often exaggerated (3000 time units wouldn't even be allowed by the simulator). In sim Z however its actually quite close, however like I said, the graph is quite odd.

    And as for taking 10 years, thats normal when you switch simulators. And I'm going to have to agree with z about the simulator tweaking and rapid switching.

    To get the real time, right now my only idea is to count all the tiles, calculate the speeds across every tile, ...yadda yadda yadda (basicly you become the graph engine)

    Vince


    I don't know what to put here anymore.

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    I think that really does not answer my question. I switched from Z to A and commutime went from 40 to 3000 and took 10 years to get 400. Something is completely wrong - in either one.

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    I think that really does not answer my question. I switched from Z to A and commutime went from 40 to 3000 and took 10 years to get 400. Something is completely wrong - in either one.

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    I think that really does not answer my question. I switched from Z to A and commutime went from 40 to 3000 and took 10 years to get 400. Something is completely wrong - in either one.

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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Posted:
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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Posted:
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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Posted:
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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Posted:
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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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    Posted:
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    Well, maybe if I take the turn effect capacity values from A and put it to Z, I could use Z, cos my main reason to change was the red squares that you think are SO necessary and gives the game a COMPLETE in real life feeling and touch and look bla bla whatever. This traffic plugin does not make the game anymore realistic than it is, and the game was not hardcoded to be realistic. It's a game!

    But you need to do something to the commute time graph flaw. What all the values in plugin add to that? What these do?

    -trip length to minutes display multiplier

    -ma mass transit strategy trip length

    how about commute trip max time?

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