Started by THLeaderH, April 07, 2018, 09:23:26 AM
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Quote from: Ranran on June 18, 2020, 12:23:25 PMI think the spaced arrows aren't very good at checking connectivity. Also, arrows do not support slopes or diagonals.
Quote from: Ranran on June 18, 2020, 12:49:16 PMIf you look only at this, it looks like it is not connected.
Quote from: Ranran on June 30, 2020, 02:17:23 PMI have found that this feature can be used to freely destroy public or my own roads without providing alternative roads. (´・ω・｀)Make sure that both the entrance and exit are one-way inward. That way, it's almost as if it was cut, so it can be destroyed.Occasionally it fails to destroy the entrance, but in that case try another destruction of the inner tile.
Quote from: Freahk on June 30, 2020, 08:15:12 PMOh well, even more restrictions that will require killing many people.
Quote from: freddyhayward on June 30, 2020, 10:33:23 PMPlayers will often intend to temporarily disrupt a route and immediately restore it in-place. In these situations it It would be useful to have a system where players may promise to do this and are held accountable if they fail to do so. I have plenty of spare time at the moment and would be happy to work on such a system.
Quote from: Freahk on June 30, 2020, 10:52:37 PMIs there a way to disable the current system entirely in simuconf?
Quote from: Vladki on June 30, 2020, 10:55:47 PMMaybe if the check works as expected, it should be possible to effectively disable it by allowing quite long diversion.
Quote from: jamespetts on June 30, 2020, 10:42:54 PMMay I ask how you envisage that this would actually work and what being held accountable would entail in practice? This would have to be something robust and effective at preventing players from actually ever succeeding in disrupting routes for more than a very short period; it would not suffice to fine players, since many players have large sums of money; it would not suffice to impose some sort of time limit on temporary disruption, since players could repeatedly remove and replace the road so that it is only in place for a very short proportion of the time. It is difficult to imagine what could work effectively.
Quote from: jamespetts on June 30, 2020, 08:25:13 PMCan you think of a workable alternative?
Quote from: jamespetts on July 01, 2020, 11:26:52 AMThis may or may not be desirable behaviour in this context, although it may well be better than the current behaviour.
QuoteWouldn't it be better to draw an icon on top?Draw nothing in case of "Two way (default)" is fine.Drawing the arrows in case of oneway is fine either, but might better be the oneway sign.
Quoteno overtaking - show solid centre lineovertaking only stopped vehicles - show dashed or dotted centre lineopposite lane, show red arrows in respective lane and direction.dead end, show colored line at the tile border opposite the tile's exit
QuoteThe colors are easy to see, but these are comletely unintuitive.
QuoteWe already use that for reservations and player ownership.
Quote from: Ranran on July 16, 2020, 12:43:32 PMDo you think the color of block reservation is intuitive?
Quote from: Ranran on July 16, 2020, 12:43:32 PMColoring tiles is a minimal change that uses existing code. There are many priority issues that must be resolved for this feature...
Quote from: Freahk on July 16, 2020, 01:46:56 PMYes, it's unintuitive either and on top of it does not show most important information of a directional reservation, which is it's direction.