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Don't allow lane connections between tracks disconnected due to MaxTurnAngle #684
Don't allow lane connections between tracks disconnected due to MaxTurnAngle #684
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FYI, when creating a pull request you can create it as a DRAFT - people can still see it, comment, build and test, but it will prevent merging until it is marked ready for review: https://github.blog/2019-02-14-introducing-draft-pull-requests/ |
Additional note to @aubergine10 comment, you can't change back to DRAFT when you previously marked PR as ready to review/merge 😉 |
Tested with monorail 👍 no track = lane connector not allowed = correct Tested with road lane - not sure how I feel about this one. On a sharp bend, the lane connector does not allow the turn.
I agree that there should not be a default turn there. However, I believe a user should be allowed to customise a turn there if they really want to. It happens IRL too. For example, near where I live there is this piece of MENSA-candidate road design: Traffic on B5320, in both directions, can enter Station Road even at that crazy sharp angle. Remember, this is with vehicles driving on left (UK) so you can imagine how sharp that turn is for them. It's right next to some traffic lights, and literally on that same road is a very busy high school which gets swamped with busses and other traffic. And there's busy train station at top of that road (as name suggests) with lots of cars going up there to park. The traffic jams in mornings and evenings are truly legendary. In fact, the whole town has such nightmare roads that the only way to solve problem was to build a bypass road in the hopes of at least some traffic being able to get to work prior to the driver growing old and reaching retirement age on a single trip. So, to summarise: For roads, default should block out sharp angled turns, but TM:PE tools (lane arrows and connectors) should allow users to create genius-tier traffic jams in their cities by going right ahead and connecting those sharp turns up and sending heavy traffic down them much to the dismay and accelerated aging of local cims. |
In fact, I have to rant some more about that junction because the whole world has to know and hopefully someone will send an international delegation of transport engineers to fix the problem and end 50 years of traffic nightmare. Station road is a steep hill. They used to have upwards of 30 bus convoys going up there on the school run, and back then busses were always breaking down. Every few weeks the whole road system would gridlock for an entire day while a broken bus was repaired by hand with spare parts sent by train! And one time the breaks went on a bus and it plowed in to the pedestrian crossing full of kids. But that was just a minor incident... The pedestrian crossing is at just the right place to make it almost impossible for vehicles to do far side turn in to Station Road; they can't even start turning until they are over the crossing. So end up with massive queue backed up in that direction too. And because of oncoming traffic, the pedestrian crossing spends most of the day obstructed with cars trying to turn. Each change of the traffic lights you get something like 3-5 vehicles through because it is an ABOMINATION. (EDIT: <-- that word needed capitalising, and it still doesn't convey the horror) So then they started trying to change school hours earlier/later, and started schemes to get flexitime in to all businesses in the two nearest CITIES. Entire work schedules of two entire CITIES were being disrupted by one freaking junction! Traffic was trying to find all kinds of alternate routes. There used to be a tiny road that went behind the school, it was the only way to bypass that junction. So upwards of 20,000/hour cars started detouring down small residential streets, at same time busses full of school kids and residents were trying to get to/from school/work. The entire town was gridlocked for over a decade. So, being genuis-level deisgners, the local council embarked on a traffic calming programme of truly biblical proportions. Becuase what you need in a gridlocked city is vast amounts of roadworks for 5 years, not to mention all the heavy vehicles delivering concrete and stuff. They installed mini-roundabouts, over 2000 speed bumps (really huge ones that 2 cars can fit on lengthways), road narrowing (literally cutting down to one lane), converting 2-way streets in to a 1-way system, installing huge plant pots on sidewalks to prevent drivers using the pavements (this literally happened!), installing medians in roads that literally weren't wide enough, etc. THROUGHOUT THE ENTIRE TOWN. We have the most traffic-calmed-yet-not-remotely-calm-by-any-stretch-of-the-imagination roads on the planet. When that didn't work, they closed the only bypass road and for best part of a year there were still tens of thousands of vehicles trying to use the back roads and then having to turn round and it was like a maze of traffic calming contraptions. The only other route round at the time was 75 mile detour to reach nearby motorway which itself was already gridlocked and just got worse. So they started adding lanes to that, which just made the traffic jams even bigger because obviously nobody has ever invented conflict point diagrams and the motorway has like 5 junctions in the space of a few miles, all of them gridlocked. Then satnav was invented and drivers found another route through some country roads in nearby farmland, and part of that route was through a pig farm. A PIG FARM! Can you imagine 8,000 vehicles driving through a pig farm? That literally happened for almost 5 years. My first time using satnav sent me through that pigfarm and they've literally got an A-road with street lights and signposts and stuff IN THE PIG FARM! With pigs and llamas wandering in to the road. LLAMAS AND PIGS IN THE SAME FARM FFS! EDIT: And those furry-necked llamas are not best pleased at the traffic and give you dirty looks. So then they decided to build a bypass along the nearby canal. But the traffic jam was so huge they had to bypass the two neighbouring towns too. IN BOTH DIRECTIONS. They made it a 2 lane road and it just couldn't handle the traffic. So then they decided to add more lanes, but that meant filling in half the canal to make room (as there is huge business parks and, back then, steel works, preventing extending to the other side) which also required 3 rail bridges over the canal to be rebuilt, but they only rebuilt one of them and closed 3 local stations = even more road traffic. So then they realised that ships could no longer get down the canal, which was a problem as by that time they were building a massive LOGISTICS WAREHOUSE and SHIP PORT and SPORTS STADIUM becuase they still thought more lorries and trucks and cars would really help the traffic situation. So they decided to widen the canal on the other side, which involved demolishing an entire village and moving half of an entire chemical processing plant further down the canal. During the relocation the chemical plant exploded and decimated another small village. EDIT: And then they FORGOT to build the port so now all the logistics traffic goes by road because the only train route it could have taken was eradicated when the canal was shifted sideways to make room for the bypass. All this because nobody invented real-life Move It! mod to tweak that junction or TM:PE lane connectors. P.S. Please send road engineers before that junction triggers WW3. |
merge conflicts |
@aubergine10 I noticed you set the release version to 11.1 without this change in the trunk. |
@kianzarrin The CSUR was updated to look for |
u turn issue #293 is fixed |
version is updated to 11.1.1. should we merge this? |
I'll do some testing tonight after testing #664 ... |
Tested on some vanilla monorail roads and it works well:
Also tested with some vanilla tram roads but I assume they have crazy big turning angle? Din't try the lane connectors as there's no way to select just tram track (#354). I've got a few more things to test, will report back in a bit. |
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From end-user perspecrtive LGTM 👍
Tested the u-turn connectors and they are working! Tested several different types of road and didn't spot any issues at all.
Note to self: Remember to unsubscribe 5 other versions of TM:PE I was using to test zombie assembly detector before testing another PR.
@kvakvs @krzychu124 This PR has been playtested and ready for code review. |
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This ticket is one of those which links to everything and mentions everything but does not contain the actual problem being solved. The explanation is of course there but in another issue. Copy the problem description to the ticket next time, please.
Edited description to provide summary of issue. |
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Looks and works good
TM:PE lane connector was allowing connections between tracks that were disconnected at junctions due to asset-defined MaxTurnAngle setting. This PR fixes that.
fixes #649
Fixes #293 see comments.
Images:
Related:
#243 . see #649 (comment)
does not patch TMPE above version 11.1 citiesskylines-csur/CSURToolBox#1 . So I changed assembly version to 11.1.1 . this will create a merge conflict with Centralise mod version #680 which I can easily resolve.