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NAM: Commute time bug?

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Hey may ya'll take a look at these two pictures:

 2ngzzw6973.jpg
 
 
And here is where the situation occurs the most. My buildings come to life then die then come to life then die:
 
RiP90O6972.jpg
 
 
My Commute time was around 10mins in this city, i started noticing some no job zots south of my city(which is the pic u see). So i decided to make a city nearby with jobs. I checked back and the no job zots were still there. So i looked at the commute time and it went from 10 to 60 mins instantly in 1 second. then it went back to 10 mins and a few buildings came to life then it shot back to 60 and i got black buildings.6.gif
 
I exit out of Simcity and came back in and it was still doing the same thing.
 
 
The NAM mod (the Newer version) i am using has been working fine until yesterday and i noticed the commute time today.
 
Is anyone else having this problem and know how to fix it. Plz.15.gif

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Posted:
Last Online: A long, long time ago... 
 

That is nothing to do with NAM, it is probrably that you don't have good/reliable transport links. At the bottom of the picture, I noticed a problem with the connection to the ferry. The commute time will decrease for some sims if you just used a extra section of avenue just to cut through (i.e. replace the power line with a section of avenue).

The plan of the game, normally was to build the shortest possible transport route for your sims. Mind you, one of the best ways around it, and that I tried before, is to scatter small bits of high-density commerce inside the district, and once developed, would mean local jobs.

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I think I've had a similar problem to this once, with wildly fluctuating comute times, I am pretty sure there wasn't any other affects in my case. I think it is a bug in the NAM, or in simcity.

But I'm not sure sorry, we'll have to wait for an expert in NAM to come along. Good luck TheGuardianAngle!

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  • Original Poster
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    yes i always make cities in mixes of resident, commercial and Industry.

    Where the power line is, that is a hill. if u look alittle far to the left u will see a tunnel i made which goes up there.
     
    there has to be something wrong. I had the ferry and everything like that for some time now.
    When i made two new cities close to this one, I noticed the commute time was going up and down in a matter of seconds. I never looked at the commute time before i made them but the buildings were still like that so really no difference
    ============================
     
    Ok here is alittle information:
     
    1) This city u see is a Large map one. The pic u see with the buildings are at the far left corner of the map.
     
    2)Now i want u to look at the $$$ Residental building that is north of the Large Elementary school. That Building and many others around it have jobs in the NEXT CITY. the next city is a Large map one as well.
     
    3) Those buildings also HAD Short Commute according to the query. The Abandoned ones south had short too until the zots started appearing
    Now they have Long commute including the ones north of the elementary school.
     
     
    Something is not right here. The Traffic noise is loud and it has been ever since i made this city. even when they had short commute.
    I have buses and a train station alittle north.
    Even without the subway, they had short commute commuting to the next large city.
     
    can someone please help.15.gif
     

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  • Original Poster
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    XOJSbc6976.jpg

     
    See, the commute goes up and down, up and down. and its Instantly in 1 or 2 seconds.
     
    And im using the Radical file of the Nam. I may try to use another for now and see if there is any difference. but this is really frustrating me. u have no idea how many times i restarted all my cities over the pass years
    I finally got my cities the way i like it but this little problem is just disturbing15.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    Did you say the graph oscillates every 1 or 2 *seconds*?

    I think I see what's going on. I doubt desirability has anything to do with it, and I think the NAM is running just fine too, no bug there.

    When Sims move in, they need to find a job within a certain time frame (six game-months, I think it is - note the spacing between the dips in the graph above), or else they will give up and leave town.

    Finding a job means that the pathfinding engine has calculated a route from the Sim's home to an available appropriate job.

    Now, the pathfinding engine is always running as fast as it can (except when the game is paused). With the NAM's perfect pathfinding plugins, the route calculations take a long time. When they say it's CPU-intensive, they are not kidding.

    So, if you're running the game at Cheetah speed, the pathfinding engine has about a second or two to do its thing before a new Sim decides to leave town. This isn't likely to happen and you'll get the waves of immigration/abandonment that you're seeing. The dips in your graph are probably the true commute time for the Sims who have established commute routes, while the high plateaus represent the new arrivals who don't have routes to work yet.

    The solution to this is to play the game at its slowest speed until the commute-time graph has stabilized. Even at that, no matter how good your computer, you'll eventually get to a population point at which the pathfinding engine just can't keep up. [i'll bet a lot of people having weird abandonment and commute-time issues are really experiencing this. Especially in those ultra-dense skyscraper-farm cities.]

    If (like me) you don't want to use a no-abandonment mod, try using the Game Speed mod (by qurlix - search the STEX for qurlix or Wave3). It has a realtime version that lets the game run in REAL TIME (1 game-day = 1 real day!) on turtle speed. This is very useful for giving the pathfinding engine a chance to catch up before the Sims give up and leave. There is also a slow version (1 game-day = 3 real minutes) which should also work OK.

    Install the mod, and do your usual stuff at Rhino speed, but when a lot of Sims move in at once, switch to Turtle for a few minutes so the pathfinding engine can catch up. Cheetah speed + NAM perfect pathfinding = commute problems, so don't use Cheetah (except maybe in established cities that aren't growing much any more).

    Hope this helps.

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  • Original Poster
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    thx Mayormot. I'll take ur advice and give it a try. I guess maybe it hasn't adjusted yet because of the two new cities i made? or something.
     
    i'll do whatever it takes with the exception of restarting all my cities again just to get this thing working back again. i just want to play simcity with no worries and i haven't been able to do that since i got the game lol 15.gif

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    Posted:
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    I just noted that you also have a significant degree of residential high-wealth distress/abandonment. What R$$$ taxes are you using? I suggest setting it to a high value (I use 9.5%) to avoid dilapidation due to excess R$$$'s.

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    yea, My taxes for $$$ are around 9.5

    It wasn't like that before the black buildings appear.
     
    Yesterday, I bulldozed all the black buildings, adjusted the taxes and things were ok for now. The commute time just acts up on me here and there.
    But as soon as i get the whole city covered with pop and jobs, things should be ok i hope. just, wish i didn't have to worry and be more caution when playing but o well15.gif
     

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