#Industry Traffic Nightmare makes me crazy
20 messages · Page 1 of 1 (latest)
The storages are all in a dead end road, which causes a lot of traffic in and out. I'd also move that
This is definitely one for the traffic pros but from my experience
- Make more roads one way to reduce traffic. I've learned this one by watching a lot of industrial traffic vids
- Space it out further so that your access points for traffic aren't so congested
You've got good roads in and out, but you've also got a lot of cross roads which in itself makes a lot of traffic from all the pausing and backing up.
Hi ! I will see later about the issue, i'm busy for an hour still
Too much connected grid in the industry area, resulting in 4-way intersections. Cut every other connection on one side and then do the same but offset by one on the other side so that the connections result in alternating T intersections.
You probably need to manage the lanes on the roundabouts to seperate dominant flows.
Also, that big space where the power line is, is ideal for an arterial road to go through
Also, don't use highway roads for roundabouts that aren't part of service interchanges
This is an underrated comment that people really need to hear more frequently.
Just a visualization of some of the suggestions for you. Sever connections where there is a red bar and remove the highway roads that are x'ed out. Also get rid of the roundabouts along there. Replace things with a nice arterial (green) and provide some ramps to get on and off from and to the collectors (blue)...Also, I provided a rework for where to locate the cargo terminal and how to layout the track in that spot...
Oh, and the thin white lines with some of the collectors crossing the arterial is indicating bridging.
Yes. Two grade separated interchanges. I just went with simple diamonds, but if you wanted to do roundabout or dogbone interchanges or any other service interchange of your liking, is should work. Also, you don't necessarily need to place them at those particular collectors. You have 5 crossing roads, so any two of them where you have a decent amount of space in between should work.
Can you please elab on this for me?
One way roads are lower speeds, which allows for traffic to join and leave the roundabout more easily, thus improving throughput. It is also entirely unrealistic to see vehicles careening around a circle at speeds that would flip them IRL. The ONLY time it ever makes sense to use highway roads for a circle is when they are huge and being used as a singular circle in either a system or service roundabout interchange. Even then, the speeds need to be brought down a notch...
Oh yes that makes sense thanks!
Partly because there are no sidewalks, partly what pheight said
Had you enabled advanced vehicule AI in TMPE settings?
I see you went back to the divided road for the arterial. It really shouldn't be necessary and it wastes a good deal more space. Consider going back to the way it was before and instead of having roundabouts where the collectors meet the road, do something like this (albeit with the arterial road instead of divided highway and a one-way normal road instead of highway on the circle)... https://steamcommunity.com/sharedfiles/filedetails/?id=569289739
If you want to "lane math" things, you can even drop the arterial down from 6 lanes to 4 for the over-passing portion of each interchange...just remember to keep the speeds the same.