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0 Clean SlateAbout hulalamo
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Simtropolis plays Cities: Skylines!
hulalamo replied to Haljackey's topic in Cities: Skylines General Discussion
I hope you will make section for mods!- 50 Replies
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- cities skylines
- lets play
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
hulalamo commented on xoxide's file in SC13 Game Mods
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- 10 Comments
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- garbage truck
- garbage
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- 65 Comments
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- pipe
- pedestrian path
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Fire trucks slow to respond.
hulalamo replied to deluges's topic in SimCity (2013) Technical Help Q&A
I had the same problem, but i wasn't sure if it was because of UdoN city or what. I made almost whole city with one way streets, and firetrucks had difficulties with going to extinguish the fires, and sometimes they were driving around. -
Personal Note - Thank you and New Beginning (THANK YOU)
hulalamo replied to xoxide's topic in SimCity (2013) Showcase
Can you tell us more, what you were talking about with Maxis? -
I would like to share with my opinion. I think you should simply rebuild algorythm responsible for chosing the lane on roads, because maybe my city, or some part of map can be bad designed, for example. I'm saying about UdoN, one way street, high density with possibility to plop building (not highway), for example, they have to wait next to traffic lights, but they use only 1 lane, so all the street is busy, but they're only using 1 lane, and cars on previous intersection, can't drive to this road, but there's still plenty of room for all cars and it makes traffic. Look at this article. Now AI has this problem. It should be fixed. https://en.wikipedia.org/wiki/Late_merge Share with your opinions Maybe freeway is free of this problem, i'm not sure what is difference between 4 lane highway and 4 lane high density street - both on UdoN. Look at these photos, first picture shows how this problem affects on traffic, the second picture is ok, because we don't have very heavy traffic near here, but imagine this with bigger population, and shorter distance from intersection to intersection!
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- 65 Comments
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- pipe
- pedestrian path
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