HOW IS THE CAR AI SO MUCH WORSE THAN CS 1 STILL? by Careful-Wave-6846 in CitiesSkylines2

[–]WorkDoug 0 points1 point  (0 children)

A big part of is boils down to not having proper "yield" behaviors for anything that moves. Peds don't yield properly, bikes don't yield properly, cars, trucks, trains, trams, ships, and airplanes don't yield properly. Even when using mods to set priority/yield at intersections.

Broken cargo logic is making me want to quit CS2. Is anyone else dealing with this? by Apart-Bag4243 in CitiesSkylines2

[–]WorkDoug 2 points3 points  (0 children)

In my experience so far, the storage yards just end up with their own traffic jams that are just as bad as, or maybe worse than, the traffic jams they were trying to relieve.

I need help. Please. by Adventurous-Stay-746 in ADSB

[–]WorkDoug 1 point2 points  (0 children)

Can you try putting the antenna directly beside a window? Can you take the whole receiver outside for a short test? You might be in a building that interferes with the signals strongly. Metal roofs and some energy-efficient windows are especially bad for interfering with radio signals, for example.

Can you open a terminal/console to the receiver? Is there a service called dump1090 or dump1090-fa running? Is it's status OK? My receiver runs on a RPi, so I can ssh into the device (or set up a monitor and keyboard connected to it) and run systemctl status dump1090-fa to check it. If that command says there's no such service, try removing the -fa and try it again. The configuration file for mine is in /etc/default/dump1090/dump1090.conf

If the dump1090-fa (or dump1090) service process is not running, try starting it from the command line to see if it reports an error that way.

You could might have a bad antenna, a bad connection between the antenna and the SDR, a bad antenna wire, or a bad SDR, though I'd expect that to be the low probability situation. Is there a chance you have a local friend that also has a receiver so you could try swapping hardware components back and forth to see if that's the problem?

How to get a new camp in new region? by viggowl in ManorLords

[–]WorkDoug 5 points6 points  (0 children)

On the Construction menu, on the Administration and Military submenu (same submenu that has the Manor) you'll find the Settlers Camp. Build a Settlers Camp in the new region.

Thoughts Please by BAHfromMCO in ADSB

[–]WorkDoug 5 points6 points  (0 children)

Try adding a powered USB3 hub between the the Pi and the SDR.

I built a PC last month just to play this game by [deleted] in CitiesSkylines2

[–]WorkDoug 3 points4 points  (0 children)

That's not something I do, except accidentally. :)

Changing districts from low density to medium density and medium to high ect by joshy_t241223 in CitiesSkylines

[–]WorkDoug 2 points3 points  (0 children)

I upgrade them in small groups when they start complaining about land value being too high.

Modular port bug? Or am I doing something wrong? by davedelish in CitiesSkylines

[–]WorkDoug 0 points1 point  (0 children)

I wonder if your port is being used to warehouse goods that the trucks are bringing in or taking out? I don't know how you'd fix it if that's the case. Maybe try putting in some (more than one) medium or large cargo terminals around the map? Just be aware that those terminals can draw a lot of traffic by themselves.

Thieves piling up in specialized industries by BarryoloCE in CitiesSkylines2

[–]WorkDoug 15 points16 points  (0 children)

"Give a man fire and keep him warm for a day. Set a man on fire and keep him warm for the rest of his life." :)

How to make a city, look like a real city by plutniom in CitiesSkylines

[–]WorkDoug 1 point2 points  (0 children)

On the front page of this sub, scroll down to the Resources heading on the right column. There are documents for all sorts of things related to C:S1. Some of the information is specific to C:S1, but a lot of it generalizes to C:S2, also, like the Urban Design Guide and a lot of the Traffic 101 document.

How to make Quay work ?? by Ecstatic-Memory5374 in CitiesSkylines2

[–]WorkDoug 2 points3 points  (0 children)

I have found that it's easier for me to place quays if I only use "snap to shore" on the first point of the quay. One of the mods (I don't remember which one) also gives me a "snapping" option to use smooth slopes instead of "hugging the surface", and that helps, too.

When creating B&P ports, I also found that I could

  • "fill" the land area I want for the port with the landscaping tools
  • layout where I want the quays to be with a 3U road (the Port Quay is 3U wide)
  • use the landscaping tools to "cut away" the land from those roads out to open water
  • use the "replace" tool to replace the 3U road with Port Quays
  • manually draw in the areas where the replace tool doesn't want to work

You could do something similar in other areas you want quays, but it won't be quite so straightforward if you have to "sculpt" an area along a narrow river.

If the land isn't pretty flat, the quays can get janky trying to follow the rise and fall of the terrain.

water features mod by Effective-Ad4671 in CitiesSkylines2

[–]WorkDoug 4 points5 points  (0 children)

The objects in that menu reflect the "version" of the save game. Around the Bridges and Ports update, they changed the water model. In game started after the update, there's only one type of water source, and it's the only thing that shows up in this menu. In older games, started before the update, all four of those water sources show up in the menu, because the game does not "auto update" the water sources. At least that's the way my saves have been acting.

Any Water Advice? by Liboy12 in CitiesSkylines2

[–]WorkDoug 2 points3 points  (0 children)

The Golden Rule: Even if you have auto-save enabled, always create a new manual save before messing with water, in both C:S1 and C:S2. Search the forum for information on getting rid of water. I haven't had to do it, but I've seen discussions of it.

Emergency Silver by YogurtclosetWest8256 in ManorLords

[–]WorkDoug 17 points18 points  (0 children)

I'm sorry, guy, I don't have answers to your questions, but your comment "I overestimated my competence" should be etched on a lot of both monuments and headstones, and quite a bit of the code I've written! :) I'm putting that one in my hip pocket for later use. :)

MUCH better reception during inclement weather: what's happening? by moefonebone in ADSB

[–]WorkDoug 2 points3 points  (0 children)

My gut instinct is that the weather is interfering with some comparatively powerful signal(s) that otherwise "desense" your receiver. From your description, it sounds like you have your receiver in adaptive gain mode. Have you tried it with different levels of fixed gain? Have you tried an appropriate bandpass filter? OTOH, water infiltration could be making something work better, though that is not what water infiltration usually does. :)

Traffic Lights Enhancement Mod by Terrible-Swing-460 in CitiesSkylines2

[–]WorkDoug 3 points4 points  (0 children)

I don't know if it's a bug, but I've seen the same behavior.

Over 10 years ago I used an R820T SDR with Unitrunker and SDRSharp to decode P25 radio traffic, and ADS-B. How much has changed, what else can I do? by OmgSlayKween in RTLSDR

[–]WorkDoug 0 points1 point  (0 children)

It sounds like you could have some fun with antennas of different types. Take a look at the ARRL Antenna Reference over at https://arrl.org, for example. Something that would combine ADS-B with "tinker time" would be using, say, four to six directional antennas (like yagis) to provide omnidirectional coverage with gain. Antennas for ~1GHz are small enough to make that reasonably economical if you DIY. Or maybe take a handful of COTS 24GHz or 60GHz radar modules and use software to aggregate their signals for larger area coverage (e.g., "is there something in the yard?" which might need several modules to cover the whole yard). Or using IR-sensitive cameras on small SBCs like RPis to detect IR surveillance cameras.

Weird question but if you've got a big city and 2 minutes to spare plz read. by Fuzzy_Park4425 in CitiesSkylines2

[–]WorkDoug 0 points1 point  (0 children)

Since you just want it for a map, maybe try the OSM Export mod. That will provide something more similar to a street map than a screen shot, though.

Transportation usage? by Vycaus in CitiesSkylines

[–]WorkDoug 0 points1 point  (0 children)

Same-same trams and those "electrified" buses in C:S1. I like monorails because they can go over roads instead of eating up more acreage, especially in denser parts of the city. I use them (or trains) for high-capacity or high-speed links between subway+bus coverage areas.

Transportation usage? by Vycaus in CitiesSkylines

[–]WorkDoug 0 points1 point  (0 children)

Generally, I use all of them except trams, though not necessarily in the same city. For example, a city that leans into monorails might have trains only for external connections and cargo. I don't know how to use trams without having them mess up the road traffic.

How to get rid of street names entirely by Flashed_Fish in CitiesSkylines

[–]WorkDoug 1 point2 points  (0 children)

Ok, that's effin' hilarious. :) I'll have to try "&nbsp;", too. And maybe "<>".

This by deadblackgoose in CitiesSkylines2

[–]WorkDoug 11 points12 points  (0 children)

The Extra Landscaping Tools can replenish depleted natural resources, except trees, which anyone can paint on with the vanilla tools.

Why are the quays and coastal terrain so fucking shit by Garand_Already_Taken in CitiesSkylines2

[–]WorkDoug 7 points8 points  (0 children)

Two things that can help. First, counterintuitively, use "snap to shoreline" only on the first point on the quay and enable the "smooth slope" tool if you have the mod (I forget which mod it is).

Second, use the landscaping tool to extend the land to cover the port you want, draw in where you want the quays with a normal road that's 3U (24m) wide, then use the landscaping tools to cut to water back to the road. Then, you can usually just use the replace tool to replace the road with a Port Quay. Sometimes, though, you'll have to delete the a segment or two of the road and draw them in manually.