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The challenge when trying to simulate traffic in CS is to keep it at a steady flow over a long period of time. What you describe is happening since the best performing intersections will clear all traffic much faster than others and the game cannot keep generating enough traffic over time. They all start from exactly the same amount of incoming traffic that is buffered so I still think it gives a fair comparison.
You ended up causing an intense weaving in the attempt to make it free flow, and it caused the traffic jam. Personally, I like to include the left-turns from the highway in the traffic-light settings, so I can allow them to go whenever the opposite side of the avenue is going. That way, I can allow them to go to whichever lane they want to. Even though they have to wait twice, it pays by limiting the problems with conflicting traffic.
I guess you mean the first version at 02:20 where the lanes are not strictly controlled on the traffic coming into the intersection which always causes problems. The Cloverleaf has this issue in general where cars need to cross lanes to exit which is not optimal and blocks traffic. In the optimized version the lanes coming into the intersection is fixed which makes it better but still it clogs up due to cars needing to cross over lanes.
@@thefalkgamehub Yeah, there are literally no cars using the "right turn" ramps, everyone is going around the loops. You would expect some eastbound traffic to want to "turn right" and head south, but they aren't. That obviously effects the capacity of the interchange since half of it isn't being used.
(добавил через сутки). Ааааа, "гладко было на бумаге(в компуктерной модельке), да забыли про овраги". Водоотведение! Это я вспомнил в Красноярске копыловский мост над ж.д. путями и потом развязка, и там есть "нырок" поперечной дороги. Его не топило, но это значит просчитанная "ливнёвка"(дожди, стаявший снег). Если же нет, то будут топить варианты с туннелями. Или они дороже будут - чтобы не затопило. ------------------------ Круть, нормуль моделирование. В жизни был на простых пересечениях, перекрёстках, кольцо и "клевер".
I would like to see breaking points tested. That is, there must be a certain level of traffic demand that produces peak throughput. And if you feed it even more traffic, the junction breaks, and throughput actually decreases rather than merely leveling off. For example, I believe the junctions at the may have been operating well past their breaking points.
I see what you mean but it is not easy to do that kind of testing in the game unfortunately, will think about if that could be done somehow since it would be very valuable in the decision of what type of intersection to place.
It depends of course on the amount of traffic, this test is done as a pressure test to see how the intersections perform with a heavy load. Putting turbines everywhere in a city is of course not necessary.
Yes that is intentional to show the difference between setting it up correct and not. Those intersections is in the video 2 times. Some need to have some lane switching due to the design of the intersection as well.
@@thefalkgamehub If you look at the first instanxe of the diverging diamond, i'm assuming thats without the setup. But the second instance has cars jumping from the far right lane to go to the far left lane to get on/off the highway. It's also noticeable on the cloverleaf beyond just the 'weave'
Yes you are correct. I left the whole node available for lane switches on both of them since some lane switching is necessary for those intersections to work. It would be possible to further optimize them slightly by only allowing some cars to switch 1 lane instead of 2.
Now this is the scientific approach to interchange testing that I’ve really wanted to see! You actually went through the effort of stockpiling vehicles to completely saturate the interchange, though I still wish there was a mod that allowed you to do it for the entire duration of the test. Even the heaviest dummy traffic doesn’t come close. I think separating the different interchanges into regular, service and highway groups would also be good for comparing ones intended for the same purpose. For interchange suggestions: SPUI DCMI Turbo Roundabout Traffic Circle Continuous Flow Contraflow Left Parclo Bypass Twisted Cloverleaf Diverging Windmill Double Trumpet Double Diamond Cyclone Basketweave Paperclip
I can’t wait to see the follow-up video with all these interchanges! I would like to see the 4 way over and underpass with right turn slip lanes instead of right and left turns sharing the same road.
Yes absolutely, this is from my large intersection test where I pressure tested many intersections and in comparison it is not performing very good. Check out the full test here if you are interested ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s7z1n10Cve0.html
That will work better for sure, as explained above this test if from a larger test of 25 different intersections I made here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s7z1n10Cve0.html