Difference between pages "FSH Format" and "Tutorial:Understanding the Traffic Simulator"

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EA PC SHAPE FORMAT - By Darkmatter and Karybdis
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== <span style="color:RED">Understanding The Important Properties of the Traffic Simulator</span> ==
 +
<small>Written by JPlumbley</small>
  
 +
== <span style="color:Blue">Intro</span> ==
  
  
== FSH SHPI Header ==
+
<span style="font:VERDANA">The Traffic Simulator is a very complicated simulator and it is very mathematically intensive.  Each Property within the Traffic Simuator has a different effect, but many of the Properties are closely tied together and must be tuned as a whole.  Due to this it is recommended that you do not tamper with the simulator without the proper knowledge and the confidence in your mathematical calculations.  This is an informative guide that will help describe the Properties, their functions and how everything is tied in together.
  
SHPI (4 bytes)
+
Not all properties are known about and their effects can be harmful to your game if modified in anyway.  In the future some additions to this guide may be added due to new discoveries.</span>
  
INT32 - File Size
+
== <span style="color:Blue">Properties</span> ==
  
INT32 - Number of Entries
 
  
Directory ID (4 bytes)
+
The most important Properties in the Traffic Simulator are:
  
 +
  The Network Speed properties
 +
  Commute Trip Maximum Time
 +
  Pathfinding Heuristic
 +
  Network Traffic Capacity
 +
  Travel Type Generates Traffic
 +
  Travel Type Can Reach Destination
  
'''Directory ID legal entries''':
+
These properties are the heart of the Traffic Simulator because they determine what the Simulator's boundaries are and how it is to react.  The other properties affect the Simulator in other ways but are not required for the Simulator to run.
  
G354 - Building Textures
 
 
G264 - Network Textures, Sim Textures, Sim heads, Sim animations, Trees, props, Base textures, Misc colours
 
  
G266 - 3d Animation textures (e.g. the green rotating diamond in loteditor.dat)
+
== <span style="color:Blue">Network Speed Properties</span> ==
  
G290 - Dispatch marker textures
 
  
G315 - Small Sim texture, Network Transport Model Textures (trains etc)
+
Sample:
  
GIMX - UI Editor textures
+
<table><tr bgcolor="cadetblue"><td>'''Walking Speed'''</td><td>= 5,0,0,5,0,0,5,0,0,0,5,0,0</td></tr>
 +
<tr bgcolor="lightblue"><td>'''Driving Speed'''</td><td>= 60,0,100,40,0,0,60,0,0,0,60,100,100</td></tr>
 +
<tr bgcolor="cadetblue"><td>'''Bus Speed'''</td><td>= 55,0,90,35,0,0,55,0,0,0,55,90,90</td></tr>
 +
<tr bgcolor="lightblue"><td>'''Train Speed'''</td><td>= 0,110,0,0,0,0,0,0,0,0,0,0,0</td></tr>
 +
<tr bgcolor="cadetblue"><td>'''Truck Speed'''</td><td>= 55,0,90,35,0,0,55,0,0,0,55,90,90</td></tr>
 +
<tr bgcolor="lightblue"><td>'''Freight Train Speed'''</td><td>= 0,150,0,0,0,0,0,0,0,0,0,0,0</td></tr>
 +
<tr bgcolor="cadetblue"><td>'''Subway Speed'''</td><td>= 0,0,0,0,0,0,0,150,0,0,0,0,0</td></tr>
 +
<tr bgcolor="lightblue"><td>'''El Train Speed'''</td><td>= 0,0,0,0,0,0,0,0,150,0,0,0,0</td></tr>
 +
<tr bgcolor="cadetblue"><td>'''Monorail Train Speed'''</td><td>= 0,0,0,0,0,0,0,0,0,200,0,0,0</td></tr></table>
  
G344 - BAT gen texture maps
 
  
 +
These are the speeds of the corresponding Path Types.  The Path Types have their own properties and each value for the properties define the speed for the specific Network.  There are 13 values and in order the values define the speed for the following networks:
  
== FSH Directory ==
+
  Road
 +
  Rail
 +
  Highway (Elevated)
 +
  Street
 +
  Pipes
 +
  Power Poles
 +
  Avenue
 +
  Subway
 +
  Elevated Rail
 +
  Monorail
 +
  One Way Road
 +
  Dirt Road (ANT/RHW)
 +
  Ground Highway
  
Entry Name (4 bytes)
+
Or in a table format:
  
INT32 - Offset of the entry in the file
+
  Network Type:    Ro    Ra    Hw    St    Pi    Po    Av    SW    ER    MR    1W    DR    GH
 +
  Traffic Type:
 +
  Walking Speed    5 0 0 5 0 0 5 0 0 0 5 0 0
 +
  Driving Speed    60 0 100 40 0 0 60 0 0 0 60 100 100
 +
  Bus Speed    55 0 90 35 0 0 55 0 0 0 55 90 90
 +
  Train Speed    0 110 0 0 0 0 0 0 0 0 0 0 0
 +
  Truck Speed    55 0 90 35 0 0 55 0 0 0 55 90 90
 +
  Freight Train Speed    0 150 0 0 0 0 0 0 0 0 0 0 0
 +
  Subway Speed    0 0 0 0 0 0 0 150 0 0 0 0 0
 +
  El Train Speed    0 0 0 0 0 0 0 0 150 0 0 0 0
 +
  Monorail Train Speed    0 0 0 0 0 0 0 0 0 200 0 0 0
  
  
'''Entry names''':
 
  
!pal - Global palette for 8-bit Indexed Bitmaps.
+
The speed value for the Path Types are in # of Tiles per Unit of Time.  Therefore in 1 unit of time based on the above example, a Sim will walk 5 tiles.
  
0000 - Buildings, props, network intersections,and terrain textures.
+
== <span style="color:Blue">Commute Trip Maximum Time</span> ==
  
rail - Always used for a rail texture, whereas for street road intersections its always by instance.
 
 
TB2  - First sprite animation entry in a directory.
 
  
TB3 - Any sprite animation entries in a directory after TB2.
+
This has one value. It is the maximum trip value as stated in the title.  The MAXIS default value is 6.  This means if the speed of the Path Type is 31 tiles per unit of time then for the entire there and back travel distance can be 186 tiles.
  
 +
Tiles per Unit of Time = 1/31
 +
Maximum Commute Time = 6
  
== FSH Entry Header ==
+
1/31 = 6
 +
Travel Distance = 31x6 = 186 Tiles
  
BYTE - Record ID (logically anded by 0x7f for bitmap code or 0x80 to check if the entry is QFS compressed (unused by SC4))
+
Due to this being there and back, this would mean the maximum distance from work being from home can be 93 tiles.  Since it would be 93+93 = 186 tiles.
  
INT24 - Size of the block including this header, only used if the file contains an attachment or embedded mipmaps it is zero otherwise.  For single images this is usually: width x height + 10h(hex). For images with embedded mipmaps, this is the total size of the original image, plus all mipmaps, plus the header.  In either case, it may include additional data as a binary attachment with unknown format.
+
*NoteThe Maximum Mass Transit Strategy Trip Length operates in the exact same fashion as the Commute Trip Maximum Time property.
  
UINT16 - Width
 
  
UINT16 - Height
+
== <span style="color:Blue">Pathfinding Heuristic</span> ==
  
UINT16 - X axis coordinate for center of image or for image to spin around. 65535 Max.
 
  
UINT16 - Y axis coordinate for center of image or for image to spin around. 65535 Max.
+
This is an accuracy function of the Simulator.  Basically, the lower the value the more accurate and more paths the Simulator will search before selecting the route for the Traffic.
  
UINT16 - X axis position to display the image from the left. Larger values offset image to the right. 4095 Max. (12 bits, 4 MSB (most significant bits) are always 0)
+
The way the Simulator calculates the path is based on a Manhattan A* Algorithm. There are articles around the web that can explain this Algorithm better than I can.
  
UINT16 - Y axis position to display the image from the top. Larger values offset image down the screen. 4095 Max. (12 bits, 4 MSB specify number of embedded mipmaps)
+
[http://www.policyalmanac.org/games/aStarTutorial.htm A* Pathfinding for Beginners]
  
The center coordinates and offsets do not seem to be used by Sim City 4, but the nibble specifying embedded mipmaps is useful.
 
  
== Bitmap or palette data ==
+
== <span style="color:Blue">Network Traffic Capacity</span> ==
  
After the entry header is the bitmap or palette pixel or color information. Palettes are generally arrays of 1 byte each, 256 entries long. Bitmaps may store their pixel data in one of many ways. FSH images can store their pixel data raw, or they can make use of Microsoft DXTC compressed formats.
 
  
 +
Network Traffic Capacity is exactly what it sounds like.  It is the capacity for each network.  The capacities are defined in the same fashion as the way the Speeds are where the values are tied in a specific order to which network it refers to:
  
'''Bitmap codes''':
+
  Road
 +
  Rail
 +
  Highway (Elevated)
 +
  Street
 +
  Pipes
 +
  Power Poles
 +
  Avenue
 +
  Subway
 +
  Elevated Rail
 +
  Monorail
 +
  One Way Road
 +
  Dirt Road (ANT/RHW)
 +
  Ground Highway
  
0x7B - 8-bit indexed Palette: directly follows bitmap or uses global palette Compression: none
+
Capcity is an important property for the simulator though it may not seem like it would be.  If you are trying to re-create realistic paths, then a Maximum Capacity is definately required.  Every network doesnt restrict the number of cars that are allowed on them, but this value is used to determine the congestion of the network.
  
0x7D- 32-bit A8R8G8B8 Palette: none Compression: none
+
For example a Avenue may have a capacity of 2500 cars a day, but it can handle more than 2500 cars before Sims start looking for other ways to get around the congestion.  There are other properties that define what the Sim should do if he comes in contact with such congestion.  One important one would be 1.5 Congestion vs Speed.
  
0x7F - 24-bit A0R8G8B8 Palette: none Compression: none
+
== <span style="color:Blue">Congestion vs Speed</span> ==
  
0x7E - 16-bit A1R5G5B5 Palette: none Compression: none
+
This has an infinite number of values defined by the user.  In alternating values it defines:
  
0x78 - 16-bit A0R5G6B5 Palette: none Compression: none
+
Value A = Congestion % of Network
 +
Value B = Speed Multiplier Adjustment
  
0x6D - 16-bit A4R4G4B4 Palette: none Compression: none
+
Value organization: A,B,A,B,A,B,A,B
  
0x61 - DXT3 4x4 packed, 4-bit alpha, Palette: none Compression: 4x4 grid compressed, half-byte per pixel
+
Sample:
+
0,1.4,0.25,1.3,0.50,1.2,0.75,1.1,1,1,1.25,0.9,1.5,0.75,1.75,0.5,2,0.2
0x60 - DXT1 4x4 packed, 1-bit alpha, Palette: none Compression: 4x4 grid compressed, half-byte per pixel
 
  
 +
Translation:
 +
<table><tr><th><center>Congestion</center></th><th>vs</th><th><center>Speed</center></th></tr>
 +
<tr><td><center>0%</center></td><td></td><td><center>140%</center></td></tr>
 +
<tr><td><center>25%</center></td><td></td><td><center>130%</center></td></tr>
 +
<tr><td><center>50%</center></td><td></td><td><center>120%</center></td></tr>
 +
<tr><td><center>75%</center></td><td></td><td><center>110%</center></td></tr>
 +
<tr><td><center>100%</center></td><td></td><td><center>100%</center></td></tr>
 +
<tr><td><center>125%</center></td><td></td><td><center>90%</center></td></tr>
 +
<tr><td><center>150%</center></td><td></td><td><center>75%</center></td></tr>
 +
<tr><td><center>175%</center></td><td></td><td><center>50%</center></td></tr>
 +
<tr><td><center>200%</center></td><td></td><td><center>20%</center></td></tr></table>
  
'''Palette codes''':
 
  
0x22 - 24-bit DOS
+
Essentially, this will slow your Sims down for the higher congestion your network may have.  If the speed gets too low the Simulator will find a faster way to get around it.  Maybe by taking another road or street.
  
0x24 - 24-bit
+
== <span style="color:Blue">Intersection and Turn Capacity Effect</span> ==
  
0x29 - 16-bit NFS5
 
  
0x2A - 32-bit
+
This is a properrty that modifies the Capacity of an intersection and the 2 tiles leading upto the intersection.  Hence the three values of the property.  The first value modifies the capacity of the Intersection itself and the following two values modify the capacity of the two tiles leading upto the intersection. 
  
0x2D - 16-bit
+
Example for a Road:
  
 +
Values = 1.5, 0.8, 0.9
  
'''Text codes''':
+
This means that at the Intersection the Capacity is multiplied by 1.5, the tile next to the intersection is multiplied by 0.8 and the tile before that is multiplied by 0.9.
  
0x6F - Standard Text file
+
So, if the Capacity for the Road is 2500, then the actual capacities of these tiles are:
  
0x69 - ETXT of arbitrary length with full entry header
+
  Intersection = 3750
 +
  1 Tile away    = 2000
 +
  2 Tiles away = 2250
  
0x70 - ETXT of 16 bytes or less including the header
+
This causes the Simulation to act as if the 2 Immediate Tiles are "slow downs" for the intersection when coupled with a properly designed Congestion vs Speed Property.  This setup makes is so that the intersection has a proportionally higher capacity since there are two separate routes.  This increase in Capacity at the intersection tile allows for both routes to be used to almost fully and not being hampered by the intersection.
  
0x7C - defined Pixel region Hotspot data for image.
+
== <span style="color:Blue">Travel Type Generates Traffic</span> ==
  
  
This entry can also contain Binary data, however the identifier byte for different binary types anything that isn't already defined with a type so make sure to try and get all codes down correctly. Examples of binary data consist of Palette animations, binary links to outside files, or plain binary data.
+
This is a value that determines whether or not the Traffic Type will add to congestion. It is a yes (1) or no (0) value. The order of these Traffic Types is:
  
Bitmaps can contain embedded mipmaps (pregenerated reduced size images).  Each successive mipmap is assumed to be exactly 1/4 the size of the last (1/2 width and 1/2 height).  The dimensions of the original bitmap must be a multiple of 2 raised to the power of the number of mipmaps (eg: 2 ^ 1 for one mipmap, 2 ^ 4 or 16 for four mipmaps).
+
  Walking
 +
  Car
 +
  Bus
 +
  Passenger Rail
 +
  Truck
 +
  Frieght Rail
 +
  Subway
 +
  El-Rail
 +
  Monorail
  
Each mipmap is encoded using the same scheme as the original image and it's data block is appended directly following the previous mipmap or original image in descending order. (Exception: DXT encoded bitmaps must be at least 4x4 pixels, but a 2x2 pixel mipmap is supported under this schemeIt's format is unknown.)
+
In the MAXIS Original values Subway is set to not add to congestion.  Buses and Pedestrians are also set not to add to congestion.  There is no phyisical way for the Simulator to do a simple math calculation for busses such as 20 Bus Trips = 1 Car Trip so, each Sim will always be equal to 1 Bus Trip = 1 Car Trip no matter what.  This is the reason Busses do not add to congestion and the reason they are given such a big preference when you have a high population cityThis one simple calculation added as another property in the Simulator could have made a big difference.
  
== Overview of DXT compression ==
 
  
 +
== <span style="color:Blue">Travel Type Can Reach Destination</span> ==
  
Microsofts DirectX Texture Compression uses what they call a 4x4 encoding. Basically, an image must be a multiple of 4 in width and height, because 4x4 blocks of pixels are compressed at a time, similar to encoding used in AVI/MPEG files. Each 4x4 block contains 16 pixels, each pixel using either 24bits or 32bits before compression. All 16 pixels use 512 bits of storage before compression. After compression, that block of 16 pixels is reduced to 64 bits, for an 8:1 compression ratio. The nice thing about DXT compression is its hardware accelerated by nVidia and ATI GPU's all the way back to the GeForce2 and Raedon 8000 series, leaving the CPU free to simulate.
 
  
The compression itself works in the following way. First, all 16 pixels in the 4x4 block are checked, and unique colors stored in a vector (usually just an array of 16 unsigned ints). Once all the pixels in a block are checked, the two color extremes are found among all the unique colors. (This is something I had a hard time with in my own version, so I'm currently just using the method from FSHTool.) These two color extremes make up color1 and color2.
+
This is a set of values that does exactly what it says. It is a yes (1) or no (0) value that determines whether the Traffic Type may reach their destination. The order of these Traffic Types is:
  
Once color1 and color2 are found, they are reduced from 32bit color to 16bit color (RGB 5:6:5), and stored in the first 32bits of the compressed 64bit chunk of data. The rest of the colors in the 4x4 block are interpolated between thse two colors. Each pixel is only represented by two bits of information, as follows:
+
  Walking
 +
  Car
 +
  Bus
 +
  Passenger Rail
 +
  Truck
 +
  Frieght Rail
 +
  Subway
 +
  El-Rail
 +
  Monorail
  
bits    color used for pixel
+
The default game has Walking (Pedestrians) and Cars set to (1) and allows these two transit types to reach destination.  So, this means your Sims will have to enter a Commercial or Industrial Lot by Car or Pedestrian.
---------------------------------
 
00      color1
 
01      color2
 
10      2/3 color1 + 1/3 color2
 
11      1/3 color1 + 2/3 color2
 
  
Here is the layout of a 64bit compressed block:
+
== <span style="color:Blue">Travel Strategy Percentage Properties</span> ==
  
|----------------------------|
 
| 16bit RGB (5:6:5) color1  | <- 2 bytes
 
|----------------------------|
 
| 16bit RGB (5:6:5) color2  | <- 2 bytes
 
|----------------------------|
 
|  00  |  01  |  01  | 11  | <- 1 byte, first 4 pixels
 
|----------------------------|
 
|  01  |  11  |  00  | 11  | <- 1 byte, second 4 pixels
 
|----------------------------|
 
|  00  |  01  |  01  | 01  | <- 1 byte, third 4 pixels
 
|----------------------------|
 
|  11  |  11  |  00  | 00  | <- 1 byte, fourth 4 pixels
 
|----------------------------|
 
  
You can see the second part of the block is very basic. Its a simple bitmap of 2 bits each representing 1 of four possible color values. A 00 means use color1, 01 means use color2, 10 means use two-thirds of color1 mixed with one-third of color2, and 11 means use one-third of color1 mixed with two-thirds of color2. This is DXT1 compression, as no alpha information is saved. DXT3 compression uses the same technique, but also stores another 64bits of information for the alpha component of each pixel, in a similar block. So DXT3 compression achieves a 4:1 compression ratio with alpha information included, rather than the 8:1 compression ratio without.
+
There are four of these properties.  No Wealth, $, $$, $$$.  Each one has 3 values and each value is tied to a different Strategy TYpe.  The Strategy Types are in order Car Preferred, Mass Transit Prefered and No Preference.  Car Preferred will give the Sim travelling the path an advantage to using Car Traffic by penalizing the Mass Transit Strategy. Mass Transit Strategy will give the Sim travelling an advantage to find a Mass Transit Route by penalizing the Car Traffic.  No preferrence will not add any penalties to any strategies and the Simulator will look at both Strategies euqally.  For this the three values in each Property must add upto 100%. So for example, you can have the Car Prefered 50%, MT Prefered 25% and No Preference 25% but you cannot have 75%, 25%, 50%.
 +
 
 +
 
 +
== <span style="color:Blue">Trip Starting Cost by Travel Type (Mass Transit or Car Preffered)</span> ==
 +
 
 +
 
 +
These are the two properties that determine the Penalties to the "unprefered" Travel Strategies from 1.9.  There are 9 values listed here but only two of them really get used. Walking or Car Traffic.
 +
 
 +
In the Mass Transit Prefered the second value (Car Traffic) is 1.95 as a Starting Cost for the Car Traffic.  This means that when the Simulator is calculating the trip cost any path is searches for with Car Traffic, it will add this value to it.  For Car Preffered the first value (Pedestrian Traffic) is given the Starting cost.
 +
 
 +
The reason none of the other Traffic Types require a Starting Cost is because no Sim generates anything other than Pedestrian or Car Traffic. The other Traffic Types are generated by a TE Lot after the initial path is found.
 +
 
 +
[[Category:Transit Networks]]

Revision as of 09:29, 30 May 2008

Understanding The Important Properties of the Traffic Simulator

Written by JPlumbley

Intro

The Traffic Simulator is a very complicated simulator and it is very mathematically intensive. Each Property within the Traffic Simuator has a different effect, but many of the Properties are closely tied together and must be tuned as a whole. Due to this it is recommended that you do not tamper with the simulator without the proper knowledge and the confidence in your mathematical calculations. This is an informative guide that will help describe the Properties, their functions and how everything is tied in together.

Not all properties are known about and their effects can be harmful to your game if modified in anyway. In the future some additions to this guide may be added due to new discoveries.

Properties

The most important Properties in the Traffic Simulator are:

 The Network Speed properties
 Commute Trip Maximum Time
 Pathfinding Heuristic
 Network Traffic Capacity
 Travel Type Generates Traffic
 Travel Type Can Reach Destination

These properties are the heart of the Traffic Simulator because they determine what the Simulator's boundaries are and how it is to react. The other properties affect the Simulator in other ways but are not required for the Simulator to run.


Network Speed Properties

Sample:

Walking Speed= 5,0,0,5,0,0,5,0,0,0,5,0,0
Driving Speed= 60,0,100,40,0,0,60,0,0,0,60,100,100
Bus Speed= 55,0,90,35,0,0,55,0,0,0,55,90,90
Train Speed= 0,110,0,0,0,0,0,0,0,0,0,0,0
Truck Speed= 55,0,90,35,0,0,55,0,0,0,55,90,90
Freight Train Speed= 0,150,0,0,0,0,0,0,0,0,0,0,0
Subway Speed= 0,0,0,0,0,0,0,150,0,0,0,0,0
El Train Speed= 0,0,0,0,0,0,0,0,150,0,0,0,0
Monorail Train Speed= 0,0,0,0,0,0,0,0,0,200,0,0,0


These are the speeds of the corresponding Path Types. The Path Types have their own properties and each value for the properties define the speed for the specific Network. There are 13 values and in order the values define the speed for the following networks:

 Road
 Rail
 Highway (Elevated)
 Street
 Pipes
 Power Poles
 Avenue
 Subway
 Elevated Rail
 Monorail
 One Way Road
 Dirt Road (ANT/RHW)
 Ground Highway

Or in a table format:

 Network Type:     Ro    Ra    Hw    St    Pi    Po    Av    SW    ER    MR    1W    DR    GH 
 Traffic Type: 
 Walking Speed    5 0 0 5 0 0 5 0 0 0 5 0 0 
 Driving Speed    60 0 100 40 0 0 60 0 0 0 60 100 100 
 Bus Speed    55 0 90 35 0 0 55 0 0 0 55 90 90 
 Train Speed    0 110 0 0 0 0 0 0 0 0 0 0 0 
 Truck Speed    55 0 90 35 0 0 55 0 0 0 55 90 90 
 Freight Train Speed    0 150 0 0 0 0 0 0 0 0 0 0 0 
 Subway Speed    0 0 0 0 0 0 0 150 0 0 0 0 0 
 El Train Speed    0 0 0 0 0 0 0 0 150 0 0 0 0 
 Monorail Train Speed    0 0 0 0 0 0 0 0 0 200 0 0 0 


The speed value for the Path Types are in # of Tiles per Unit of Time. Therefore in 1 unit of time based on the above example, a Sim will walk 5 tiles.

Commute Trip Maximum Time

This has one value. It is the maximum trip value as stated in the title. The MAXIS default value is 6. This means if the speed of the Path Type is 31 tiles per unit of time then for the entire there and back travel distance can be 186 tiles.

Tiles per Unit of Time = 1/31 Maximum Commute Time = 6

1/31 = 6 Travel Distance = 31x6 = 186 Tiles

Due to this being there and back, this would mean the maximum distance from work being from home can be 93 tiles. Since it would be 93+93 = 186 tiles.

  • Note: The Maximum Mass Transit Strategy Trip Length operates in the exact same fashion as the Commute Trip Maximum Time property.


Pathfinding Heuristic

This is an accuracy function of the Simulator. Basically, the lower the value the more accurate and more paths the Simulator will search before selecting the route for the Traffic.

The way the Simulator calculates the path is based on a Manhattan A* Algorithm. There are articles around the web that can explain this Algorithm better than I can.

A* Pathfinding for Beginners


Network Traffic Capacity

Network Traffic Capacity is exactly what it sounds like. It is the capacity for each network. The capacities are defined in the same fashion as the way the Speeds are where the values are tied in a specific order to which network it refers to:

 Road
 Rail
 Highway (Elevated)
 Street
 Pipes
 Power Poles
 Avenue
 Subway
 Elevated Rail
 Monorail
 One Way Road
 Dirt Road (ANT/RHW)
 Ground Highway

Capcity is an important property for the simulator though it may not seem like it would be. If you are trying to re-create realistic paths, then a Maximum Capacity is definately required. Every network doesnt restrict the number of cars that are allowed on them, but this value is used to determine the congestion of the network.

For example a Avenue may have a capacity of 2500 cars a day, but it can handle more than 2500 cars before Sims start looking for other ways to get around the congestion. There are other properties that define what the Sim should do if he comes in contact with such congestion. One important one would be 1.5 Congestion vs Speed.

Congestion vs Speed

This has an infinite number of values defined by the user. In alternating values it defines:

Value A = Congestion % of Network Value B = Speed Multiplier Adjustment

Value organization: A,B,A,B,A,B,A,B

Sample: 0,1.4,0.25,1.3,0.50,1.2,0.75,1.1,1,1,1.25,0.9,1.5,0.75,1.75,0.5,2,0.2

Translation:

Congestion
vs
Speed
0%
140%
25%
130%
50%
120%
75%
110%
100%
100%
125%
90%
150%
75%
175%
50%
200%
20%


Essentially, this will slow your Sims down for the higher congestion your network may have. If the speed gets too low the Simulator will find a faster way to get around it. Maybe by taking another road or street.

Intersection and Turn Capacity Effect

This is a properrty that modifies the Capacity of an intersection and the 2 tiles leading upto the intersection. Hence the three values of the property. The first value modifies the capacity of the Intersection itself and the following two values modify the capacity of the two tiles leading upto the intersection.

Example for a Road:

Values = 1.5, 0.8, 0.9

This means that at the Intersection the Capacity is multiplied by 1.5, the tile next to the intersection is multiplied by 0.8 and the tile before that is multiplied by 0.9.

So, if the Capacity for the Road is 2500, then the actual capacities of these tiles are:

 Intersection = 3750 
 1 Tile away    = 2000 
 2 Tiles away = 2250 

This causes the Simulation to act as if the 2 Immediate Tiles are "slow downs" for the intersection when coupled with a properly designed Congestion vs Speed Property. This setup makes is so that the intersection has a proportionally higher capacity since there are two separate routes. This increase in Capacity at the intersection tile allows for both routes to be used to almost fully and not being hampered by the intersection.

Travel Type Generates Traffic

This is a value that determines whether or not the Traffic Type will add to congestion. It is a yes (1) or no (0) value. The order of these Traffic Types is:

 Walking
 Car
 Bus
 Passenger Rail
 Truck
 Frieght Rail
 Subway
 El-Rail
 Monorail

In the MAXIS Original values Subway is set to not add to congestion. Buses and Pedestrians are also set not to add to congestion. There is no phyisical way for the Simulator to do a simple math calculation for busses such as 20 Bus Trips = 1 Car Trip so, each Sim will always be equal to 1 Bus Trip = 1 Car Trip no matter what. This is the reason Busses do not add to congestion and the reason they are given such a big preference when you have a high population city. This one simple calculation added as another property in the Simulator could have made a big difference.


Travel Type Can Reach Destination

This is a set of values that does exactly what it says. It is a yes (1) or no (0) value that determines whether the Traffic Type may reach their destination. The order of these Traffic Types is:

 Walking
 Car
 Bus
 Passenger Rail
 Truck
 Frieght Rail
 Subway
 El-Rail
 Monorail

The default game has Walking (Pedestrians) and Cars set to (1) and allows these two transit types to reach destination. So, this means your Sims will have to enter a Commercial or Industrial Lot by Car or Pedestrian.

Travel Strategy Percentage Properties

There are four of these properties. No Wealth, $, $$, $$$. Each one has 3 values and each value is tied to a different Strategy TYpe. The Strategy Types are in order Car Preferred, Mass Transit Prefered and No Preference. Car Preferred will give the Sim travelling the path an advantage to using Car Traffic by penalizing the Mass Transit Strategy. Mass Transit Strategy will give the Sim travelling an advantage to find a Mass Transit Route by penalizing the Car Traffic. No preferrence will not add any penalties to any strategies and the Simulator will look at both Strategies euqally. For this the three values in each Property must add upto 100%. So for example, you can have the Car Prefered 50%, MT Prefered 25% and No Preference 25% but you cannot have 75%, 25%, 50%.


Trip Starting Cost by Travel Type (Mass Transit or Car Preffered)

These are the two properties that determine the Penalties to the "unprefered" Travel Strategies from 1.9. There are 9 values listed here but only two of them really get used. Walking or Car Traffic.

In the Mass Transit Prefered the second value (Car Traffic) is 1.95 as a Starting Cost for the Car Traffic. This means that when the Simulator is calculating the trip cost any path is searches for with Car Traffic, it will add this value to it. For Car Preffered the first value (Pedestrian Traffic) is given the Starting cost.

The reason none of the other Traffic Types require a Starting Cost is because no Sim generates anything other than Pedestrian or Car Traffic. The other Traffic Types are generated by a TE Lot after the initial path is found.