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f3cs

Regional Connecting problem

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Hello, I'm having a problem with eternal commuters. I leave them no opportunity to complete the commute but they prefer in the last tile of the city use the invisible connector to get back and don't go to the other city. instead, the go all the way back to complete the circle. what should I do? I already know that is not all the traffic, but it is a significantly part of it (28000 of 52000). How can I avoid it? What is going on?

DjKCB2j.png

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35 minutes ago, f3cs said:

Espaço de Trabalho 1_214.png

I waited several minutes to see if you updated this. The linky still doesn't show an image even when clicking it. Maybe upload it and edit that in to your first post to try again?

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    just fixed. Can you see if it works?

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    Just now, f3cs said:

    just fixed. Can you see if it works?

    Yep. It shows now.

    As for your eternal commuters, do the Granpa Moose suggestion and put in toll booths until the gurus get here with a better answer.

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    6 hours ago, f3cs said:

    I leave them no opportunity to complete the commute but they prefer in the last tile of the city use the invisible connector to get back and don't go to the other city

    These aren't eternal commuters, if they don't leave the tile, they'll be counted properly.

    Most likely the quickest route to jobs involves traversing the highway until they can do a U-Turn (thanks to the Neighbour Connectors) and return to where they want to go. This problem is in part caused too by the increased speed of RHW, making it a typically more attractive route. But the root cause is that this route is quickest, so perhaps you need to give them an alternative to avoid the highway.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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    16 hours ago, rsc204 said:

    These aren't eternal commuters, if they don't leave the tile, they'll be counted properly.

    Most likely the quickest route to jobs involves traversing the highway until they can do a U-Turn (thanks to the Neighbour Connectors) and return to where they want to go. This problem is in part caused too by the increased speed of RHW, making it a typically more attractive route. But the root cause is that this route is quickest, so perhaps you need to give them an alternative to avoid the highway.

    Hello! I don't know how is the full process of the eternal commuting, but I know that they leave the neighbor city tile and try to get back to them. This is annoying because I have a city that still has jobs but some people cannot reach them.

    SkKYMAZ.png

    This is all the range of the RHW of the city. I want them to go from the bottom to the top of the image, where the jobs are. but they prefer to go all the way to get that exit that is in the bottom of the city(the clover-stack design), going to the left of this image.

     

    You're right about the attractiveness of the RHW because way is totally pendular. It's pretty reasonable that some people avoid a Congested way to a clear one, and I am trying to encourage people around the center to use the other part of it to get to the center. I have a subway line right next to the RHW and it is pretty well used (47000 to - 54000 sims using it in the morning commute)

    BiFOiSU.png

    (Is 65535 the highest number of sims using a single subway route? Even when 300% is like 45000 I've been not able to get more sims in that)

     

    WcbWul9.png

    Here's the congestion graphic of the city.

     


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    30 minutes ago, f3cs said:

    I don't know how is the full process of the eternal commuting, but I know that they leave the neighbor city tile and try to get back to them.

    I have read up on the eternal commuters as the topics pop up, but I'm by no means an expert on them. A couple of the classic threads are:

    In which we find this excellent diagram by @JJogurt:

    klQFM.gif

    Then there are two more recent threads (Will this avoid the eternal commuter bug?) where @MarkShot shows us this plan to avoid eternal commuters:

    01 NYC Layout.jpg

     

    And then there is @adventurerneil's Euro-Style Regional Transport Plan: Best Backbone / Eternal Commuters? plan:

    Eaton Bullet Train2.jpg

     

    Take a stroll thru those linked threads reading the comments by the gurus and you will prolly learn all you'll need about eternal commuters. I believe one common theme is that Sims will not leave your current city and then come immediately back. There must be a minimum of 3 city tiles involved in the trip to become eternal commuters. (Tho I vaguely remember something about if they change transportation types they might do it with only 2? You'll have to check for those comments or someone may clarify that point here. )

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    8 minutes ago, CorinaMarie said:

    klQFM.gif

     

    This is definitely a case of it

    ClUd0og.png

    YbEZy80.png

    I have a care to "merge" all the cities, so can be difficult to know where the cities divide, but there are four. my idea was just to leave them make 3/4 of it segregating the way they came directly to other city tile, so I don't know why they still want to complete the circle

    And thanks for all the links! I'll try to see if they can apply in the already built concept

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    Just to be absolutely clear. If the sims do not leave the city tile, they are not going to become eternal commuters. Those that simply make use of the Loop-Connector remain within the city and simply double back along the highway. If you see them in the neighbour city leaving and then returning to the source city, that's a different matter altogether. But any using the loop connector to double back are not leaving as part of the process.

    5 hours ago, f3cs said:

    This is all the range of the RHW of the city. I want them to go from the bottom to the top of the image, where the jobs are.

    Hard to see with a zoomed out image, but do they have offramps to get where they need to go from the direction they are travelling. I know it sucks, but the game likes the Maxis-style approach to highways, frequent entrance/exits. When using RHW and trying to get more realism, you can easily prevent sims from using the highway by spreading out the ramps.

    5 hours ago, f3cs said:

    You're right about the attractiveness of the RHW because way is totally pendular. It's pretty reasonable that some people avoid a Congested way to a clear one, and I am trying to encourage people around the center to use the other part of it to get to the center. I have a subway line right next to the RHW and it is pretty well used (47000 to - 54000 sims using it in the morning commute)

    Sims don't think, they just look for the quickest route. So planning based on the real world isn't always going to work out. You need to play into how the game works to get things doing what you want.

    Subways are a really fast and direct way for sims to travel, given the high numbers commuting, they will be a necessity in such a dense city. You can have two lines next to each other, it might seem redundant, but there is a limit to how many sims can use the system. Are you using any third-party transit stations such as subways, bus stops and the like as part of your cities transport? You'd do well to check their capacities and ensure they are not very congested (near to or over 400%). Some modded content has very low values, like the original Maxis ones, a city like this can break the transport network if such stations are used. The ones included with both NAM and RTMT are fine, as are those covered by the SLURP part of the NAM installation. But a subway stop with 4,000 capacity is going to upset your whole city.

    Assuming there isn't a low-capacity stop messing with transport, it's a good idea to start by increasing your transport capacities. So twin lines, extra routes, pretty much adding capacity anywhere congestion is getting high. This should make commutes more efficient.

    If this is a commuter loop issue, then of course you need to look at things differently. But I've a feeling your city is just getting too congested, slowing sims down and making them look for work elsewhere, which might not exist. But sims do love to jump to neighbouring tiles, often only to find the wrong type of job is there. If your routes are more efficient to the jobs in the first tile, those will be given priority over leaving the tile.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    16 hours ago, rsc204 said:

    Sims don't think, they just look for the quickest route. So planning based on the real world isn't always going to work out. You need to play into how the game works to get things doing what you want.

    That's why I do so much reading here.

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    On 14/06/2017 at 11:05 PM, rsc204 said:

    Subways are a really fast and direct way for sims to travel, given the high numbers commuting, they will be a necessity in such a dense city. You can have two lines next to each other, it might seem redundant, but there is a limit to how many sims can use the system. Are you using any third-party transit stations such as subways, bus stops and the like as part of your cities transport? You'd do well to check their capacities and ensure they are not very congested (near to or over 400%). Some modded content has very low values, like the original Maxis ones, a city like this can break the transport network if such stations are used. The ones included with both NAM and RTMT are fine, as are those covered by the SLURP part of the NAM installation. But a subway stop with 4,000 capacity is going to upset your whole city.

    Assuming there isn't a low-capacity stop messing with transport, it's a good idea to start by increasing your transport capacities. So twin lines, extra routes, pretty much adding capacity anywhere congestion is getting high. This should make commutes more efficient.

    If this is a commuter loop issue, then of course you need to look at things differently. But I've a feeling your city is just getting too congested, slowing sims down and making them look for work elsewhere, which might not exist. But sims do love to jump to neighbouring tiles, often only to find the wrong type of job is there. If your routes are more efficient to the jobs in the first tile, those will be given priority over leaving the tile.

    I want to thank you for that part. A second line side by side with the old line (and not sharing the station with the other line) solved my problem about subway capacities and the "65535" question. Unfortunately there was low capacity stations, but I tend to use more than just one station (to simulate a variety of entries and exits) so I just made a NAM station the capital one.

    There IS a limit, and according to my tests, this is the maximum number of sims traveling in a single tile transport. In roads, it's possible to have more than that if the type of transportation is different (like 64000 buses and 64000 cars but it's not possible to have 128000 buses).

    I will be searching if there's another major problems based in what you said. And I'll give u a full answer later.

     

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    Ok, now I want to throw my three cents in here. An easy way to determine, if you have eternal commuters or not: Save the game, load the city again and bulldoze (delete) everything that is in this city, even the underground waterpipes. And I really mean bulldozing by hand. If you don't have the budget to do so, just use the moolah cheat to get the necessary funding. Then let the game run again in rabbit speed and pretty soon you should see 0 (zero) residents in your city. If there are any residents left, those are eternal commuters. I do this procedure once in a while to check on eternal commuters... *:thumb:

    Kind regards!

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    14 hours ago, markussaage said:

    bulldoze (delete) everything

    Important safety tip: Make sure that you don't have any automatic save timer. In fact, to protect against habitual or accidental file saving, make a back up of the city-sector that you're going to bulldoze (this is only a test, not an urban-renewal project you want to keep).

    After learning the answer, very carefully exit without saving.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    28 minutes ago, jeffryfisher said:

    Important safety tip: Make sure that you don't have any automatic save timer.

    *:thumb: very important tip here...

     

    29 minutes ago, jeffryfisher said:

    In fact, to protect against habitual or accidental file saving, make a back up of the city-sector that you're going to bulldoze

    This one, too... Always backup your city sectors... Better save than sorry! *:8)

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