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I'm not sure what causes this; it's been so long since I played vanilla that I can't remember what vanilla functionality is!
I created an issue, VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition#184, relating specifically to this issue. It's a major cause of excess traffic due to vehicles literally driving past their destination (albeit on the other side of road) and then spending ages finding a nearby turning point to get on to the correct side of the road before entering the building.
IMO, vehicles should be allowed to cross a single lane of traffic to enter a building on the other side of the road. This is how everyone seems to drive in Europe, that I am aware of; you don't drive past a building and spend ages trying to find a roundabout or other way to get to opposite side of road, you just wait for a gap in the oncoming traffic and then drive in to the carpark or driveway or whatever. Obviously, this becomes impractical and dangerous if there are two or more lanes of oncoming traffic.
I noticed in VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition#196 that Lazarus Man mentioned NetInfo.m_CanCrossLanes, which apparently determines (in vanilla game) whether cars can 'cross lanes' (I'm not sure if that is just oncoming lanes or medians or something else).
I don't know if the pathfinder in TMPE takes that property in to account, but regardless it would be useful to have a way to tell TMPE which road prefabs vehicles can cross lanes on (I assume there are lots of road assets out there with incorrect setting of the NetInfo.m_CanCrossLanes property) - maybe there could be a section in the TMPE config xml file which allows definition of which roads should have their NetInfo.m_CanCrossLanes overriden and to which value it should be set.
The text was updated successfully, but these errors were encountered:
Building entry/exit nodes can only point to a single road lane (NetNode.m_lane). That's the segment lane which is used by vehicles to enter/exit a building.
This was initially raised in #10
I'm not sure what causes this; it's been so long since I played vanilla that I can't remember what vanilla functionality is!
I created an issue, VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition#184, relating specifically to this issue. It's a major cause of excess traffic due to vehicles literally driving past their destination (albeit on the other side of road) and then spending ages finding a nearby turning point to get on to the correct side of the road before entering the building.
IMO, vehicles should be allowed to cross a single lane of traffic to enter a building on the other side of the road. This is how everyone seems to drive in Europe, that I am aware of; you don't drive past a building and spend ages trying to find a roundabout or other way to get to opposite side of road, you just wait for a gap in the oncoming traffic and then drive in to the carpark or driveway or whatever. Obviously, this becomes impractical and dangerous if there are two or more lanes of oncoming traffic.
I noticed in VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition#196 that Lazarus Man mentioned
NetInfo.m_CanCrossLanes
, which apparently determines (in vanilla game) whether cars can 'cross lanes' (I'm not sure if that is just oncoming lanes or medians or something else).I don't know if the pathfinder in TMPE takes that property in to account, but regardless it would be useful to have a way to tell TMPE which road prefabs vehicles can cross lanes on (I assume there are lots of road assets out there with incorrect setting of the
NetInfo.m_CanCrossLanes
property) - maybe there could be a section in the TMPE config xml file which allows definition of which roads should have theirNetInfo.m_CanCrossLanes
overriden and to which value it should be set.The text was updated successfully, but these errors were encountered: