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Realistic cim and vehicle speed

Open koHd opened this issue 5 years ago • 7 comments

After some observation, I thought that the speed of vehicles did not seem to line up with the passage of time. So I did a basic test. I had one straight two-lane road with 40km/h speed go from one end of 2km x 2km tile to the other end. So that is a distance of 2km straight at what should be travelled at ~40km/h by any vehcile. So I would expect the vehicle to take ~3 in-game minutes to get from one end of the straight road to the other (with a straight run, no traffic slow down).

Here is what actually happened: it took the vehicle 14 in-game minutes to travel the entire length of the ~2km long, straight road (with a straight run, no traffic slow down). This means the vehicle was travelling ~8km/h along the 40km/h road when viewed through the lens of time. So ~1/4 the speed they should be moving at.

I know this test is very basic, but it gives the gist of how misaligned the passage of time and movement speed are.

Testing the cim walking speed is a bit tougher as getting them to walk a straight 2km journey doesn't seem feasible. Maybe with some mod to get real road measurements instead of relying on the tile size for approximation might help with that test.

In saying all of that, is it possible for us to make the cim and vehicle speed more realistic in the context of the passage of in-game time?

koHd avatar Jan 25 '20 21:01 koHd

what did you use to measure "in-game minutes"?

DaEgi01 avatar Jan 25 '20 21:01 DaEgi01

The RealTIme mod time monitor in the bottom left of the screen.

cities-skylines-realtime-timemonitor

koHd avatar Jan 25 '20 21:01 koHd

did you put the speed in the realtime options to 1? .. it says to be close to realtime but not exactly. not sure how close it actually is, only @dymanoid can answer that.

DaEgi01 avatar Jan 25 '20 21:01 DaEgi01

Just tested the RealTime Time Speed option set to 1 and it took a vehcile ~2 in-game minutes to travel the straight 2km road. So at this setting the vehicles are travelling at ~60km/h on the 40km/h roads. Much better, but still not matching up.

What I think would be ideal is if the speed of vehicles was linked to in-game time. So even scaling the Time Speed option up with actually speed the cars up. Like we get when we use the vanilla Accelerate Time option. Ideally we would find vehicles travelling at close to the maximum speed allowed on any road type no matter what time speed option we choose.

That's kind of what I'm looking for. To achieve real-time cim activity that is in-sync with the passage of in-game time. No matter what time acceleration setting is on. Is this possible? What needs to change to make this work like that?

koHd avatar Jan 26 '20 16:01 koHd

The thing is, there is a "time speed" and there is a "movement speed" in the game. Generally, they are independent of each other. This is the game mechanics, Colossal Order implemented it like that.

Real Time does not affect the "movement speed". To do that, Real Time would need to fully incorporate the Realistic Walking Speed mod with some additional changes to control the animation and movement speed dynamically.

It would also break the game mechanics in some way, because the initial balancing has been performed for the current values.

I might consider implementing this as an optional feature, but currently I'm not planning to consider it in the next milestones.

dymanoid avatar Mar 23 '20 18:03 dymanoid

hmmm .. interesting. I always thought that its only the time that is scaled, since gameunits are 1:1 to meters. Gonna write a mod to verify that. You'd also would have to incorporate AVO and adjust basically all agent speeds, citizens, vehicles, animals etc etc ;P

DaEgi01 avatar Mar 23 '20 22:03 DaEgi01

RWS basically fixes that problem, just one more independent mod.

Dushess avatar Apr 04 '20 20:04 Dushess