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Add parking availability to path calculation? #150

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originalfoo opened this issue May 30, 2018 · 12 comments
Closed

Add parking availability to path calculation? #150

originalfoo opened this issue May 30, 2018 · 12 comments
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enhancement A feature needs to be modified and improved

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@originalfoo
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originalfoo commented May 30, 2018

In areas with low parking availability, it would be useful to if cims were encouraged to use PT instead of their personal cars.

As discussed in #140, if there was some sort of metric based on how far the cim had to reroute to find parking (including getting from parked location to destination), could that also be used to weight pathfinding decisions?

So, from end-user perspective, if there is a location with little parking: Cims travelling by car start getting angry due to all the reroutes to get parked, and start chirping, so other cims see that and realise it's best to use PT when travelling to that location....?

Also related to #88

@originalfoo
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This could help drive people back to PT despite transition costs: http://steamcommunity.com/workshop/filedetails/discussion/583429740/1620600279671847673/

@originalfoo
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See also: #151

@carsonip
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Not sure if it is related but sometimes I see cims looking for parking stuck on the road causing traffic jam.

@carsonip
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carsonip commented May 30, 2018

Additional info: enabled realistic parking and disabled despawning.

@VictorPhilipp
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@carsonip This happens for lager cities where a lot of path-finding is going on.

@VictorPhilipp VictorPhilipp added the enhancement A feature needs to be modified and improved label Jun 3, 2018
@carsonip
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carsonip commented Jun 3, 2018

My city has 200k pop. If I don't remove that vehicle manually, it gets stuck forever. I figured out the way to reduce the chances of being stuck is to build more car parks because those stuck cims are usually "driving to another parking spot".

screenshot

@carsonip
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carsonip commented Jun 3, 2018

I found another stuck vehicle again. It says "looking for a parking spot". These vehicles can be found when you notice the buses bunch together in an area or analyzing the traffic flow where it is red. Is it because of the lack of parking spots or incompatible mods or a bug in TM:PE?
screenshot 8

@carsonip
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carsonip commented Jun 3, 2018

Is there any way I can help debug this issue? Thanks.

@VictorPhilipp
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I don't think it is stuck. It is just waiting for path-finding to complete. At some time the vehicle should proceed on its own. You can check whether there are a lot of path-findings going on: Go to the options screen -> Maintenance tab -> Show path-find stats. When you open the main menu you will see a new label showing something like "200 PFs". This is the number of paths that have yet to be calculated. What is displayed there?

@carsonip
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carsonip commented Jun 7, 2018

@VictorPhilipp surprise: it is less than 10 for most of the time. I still think it is because of the lack of parking space / bad path-finding. I have a savegame with the stuck car issue.

@s2500111
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s2500111 commented Aug 12, 2018

This seemed to happen with other cars, when the option for applying changes immediately is on and something in their path is changed.

Could be an issue of the number of calculated paths. Normally, after a while they will go on. They are probably queued up for path calculation (don't know, in which way TM manages this) and when there new route is there, they're going. Since there are many Sims in a big city, this seems to take a while.

Solutions I could imagine if the Problem is somewhat like the thing I'm describing:

  • prioritize path calculation of cars, that are already on the road
  • Let Cars drive randomly for some blocks, until they are on the row
  • Show, that the calculation isn't done, so the user can at least see the problem.
  • Don't know if this is possible, but maybe you could use opencl and do all the pathfinding on the GPU, since cities skylines shouldn't utilize it to much anyway.

I didn't had time to read the code and don't have a clue how c# and cs-mods are working, so I have no idea, if the things I'm talking about make sense, but I wanted to leave my two cents here anyway.

@VictorPhilipp
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moved

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