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Guys, I'd like to know if there is any .txt file or some kind of a log generated after running a NAM traffic simulator-outfitted copy of SC4. I can't find any file like that.

The reason I need it is that I am not sure if my traffic simulator works fine... Here's a screenshot from one of my towns:

fast_short.jpg.3bc1d0d9a7eb5b2ea4f5f5f83824e15f.jpg

I use "low" NAM traffic simulator settings and can't shake the feeling that:

1. The traffic from the top of the image should use the road marked with question marks...
2. ...converge with the other vehicles on the road at the bottom of the image...
3. ...then, continue to the industrial district.

Ergo, use the fastest route, not the shortest (though sometimes shortest=fastest, no doubt.)

Instead, a lot of cars are actually using a street at the top of the image to drive past the bridge and into the industrial sector. Is that okay? What do you guys think about it? 


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No such thing as a log, the amount of data would probably be hideous.

As for the routes Sims use, if it’s quicker, they’ll prefer the streets. So that tells me it probably is a slower route overall. 

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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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On 12/31/2020 at 8:28 AM, TheMurderousCricket said:

Instead, a lot of cars are actually using a street at the top of the image to drive past the bridge and into the industrial sector. Is that okay? What do you guys think about it? 

NAM streets are speed 30, while NAM roads are Speed 50.

In the image, in order to travel to a point roughly equal distance from the destination the street path sims only need to travel 12 tiles. At a speed of 30 it takes them 6.4 time units to cross that distance.

The road path allows for a higher speed of 50, but is a whopping 26 tiles long. That takes 8.32 time units to travel, making the road path take ~30% longer than the street path.

Worse, the distance from the end of the street path to the destination is shorter, only an extra 10 tiles to the convergence zone, while the road path takes an extra 12.


So to recap:
The Top path is 12 street tile and 10 road tiles long. Traveling it with light congestion takes 9.6 units of time.
The Bottom path is 38 road tiles long. Traveling it with light congestion takes 12.16 units of time.

The top path is significantly faster than the bottom path.fast_short.jpg.8d9fa37295c1047dd3394ca31e9d50e9.jpg

Edit:

Ofc I'm not modeling for intersections, intersection effect or "empty road" effect, which could alter those times, but it seems like that top route is fast enough regardless.

You might be able to get significantly more usage of the lower road by turning that 10 tile stretch of diagonal road into street instead. That'll make the top path take 11.75 time units, and the lower capacity of the streets might be enough to offset that .4 time unit difference.

Edit2:

For clarification, "Time unit" is an unspecified unit of time. Tiles are 16 "distance" across and travel speed is similarly undefined. We could assume meters and k/m but they are just window dressing.

To determine the base route travel time, simply count the tiles covered, multiply by 16 and then divide by your networks speed.

 

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The NAM weaves as the NAM wills

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