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Development => Patches & Projects => Incorporated Patches and Solved Bug Reports => Topic started by: Spacethingy on December 29, 2020, 10:27:34 PM

Title: [r9515] Level crossings broken
Post by: Spacethingy on December 29, 2020, 10:27:34 PM
r9515 executable, with unmodded v122 pak64 linked off the main website (https://sourceforge.net/projects/simutrans/files/pak64/122-0/simupak64-122-0.zip/download). Same with latest pak128.german (https://sourceforge.net/projects/simutrans/files/PAK128.german/PAK128.german_2.0_for_ST_122.0/PAK128.german_2.0_for_ST_122.0.zip/download).


As a player, build a railway line, then attempt to build a road over the railway. The road will route around the railway, instead of over it. If it's not possible to go around the railway, nothing is built (i.e. routing fails).


This fails vice versa too (with rail over road).
Title: Re: [r9515] Level crossings broken
Post by: makie on December 30, 2020, 07:55:29 AM
What was the speed of the road and the track?

Crossings for Highways and high speed tracks are not allowed any more.
Title: Re: [r9515] Level crossings broken
Post by: Andarix on December 30, 2020, 09:04:10 AM
crossing changed

needs new pak64 or changed crossings

https://sourceforge.net/p/simutrans/code/2052/ (https://sourceforge.net/p/simutrans/code/2052/)
Title: Re: [r9515] Level crossings broken
Post by: Vladki on December 30, 2020, 09:43:57 AM
Is there any change in the logic of speed[n] option for crossings?
AFAIK it was the speed limit imposed on each way. So that building a crossing over a high speed railway or highway was possible but forced the vehicles to slow down. (But I may be biased by playing extended recently).
Title: Re: [r9515] Level crossings broken
Post by: Leartin on December 30, 2020, 09:56:57 AM
The change is that the max speed of the crossing has to match or surpass the max speed of the ways, with the lowest crossing being used. Therefore, if no crossing with high enough max_speed compared to the crossing ways is available, you can't cross.
Because this wasn't the case before, paksets may contain crossings of very low max_speed, which won't be useful anymore.

(Building a crossing over a high speed railway is possible by replacing the one tile crossed with a lower speed way, which indeed slows the vehicle down at that tile)
Title: Re: [r9515] Level crossings broken
Post by: Flemmbrav on February 04, 2022, 03:49:00 PM
Hi, I have an related issue with the 123.1.

Crossing is defined as 50/150kph for the two ways I use.
Slowest way for way 1 is 50kph as well.
Way 2 offers even slower tracks, so that I can play with.

Issue is: I can only build a crossing between them with a 50/50kph combination.
50/80kph doesn't build anymore.


Besides that it this whole behaviour seems very odd to me.
With the new intended behaviour I can't design crossings in a way that they are a bit slower than the ways they use. I have to define them on the exact same speed as the tracks in use, or even faster, making them feel lackluster in the game in case they don't match the speeds of the used tracks.
But in case I do end up giving them the very same speeds, bringing in a small speed malus for a crossing doesn't work anymore.
As example, we do not have 150kph tracks, but 160kph ones. So trains will have to slow down a bit for the crossing. Isn't much, but at least something. Bringing the crossing down to 120 would hurt a bit too much. And bringing it up to 160 seems more like a dirty fix.
Thus I'd like to be able to disable this feature as a pakset maintainer.
Title: Re: [r9515] Level crossings broken
Post by: prissi on February 05, 2022, 02:27:15 AM
With the old behavoir, one could build a slow road over a 4 lane high-speed rail line. That was even more disruptive and unrealistic.
Title: Re: [r9515] Level crossings broken
Post by: Flemmbrav on February 05, 2022, 09:14:39 PM
Honestly, what makes the world not to do so only is that it isn't economical at all.
In the NL there are same level crossings between motorways and channels. Just gotta slow down a bit before the bridge and that's it.
Same with same level crossings between tram and train over here.
The tracks are build on the very same underground, with the same sleepers etc, but trains still slow down for that crossing.

Anyways, I did some testing on the thing I wrote about first in my comment.
It seems like speed limits are switched up.
A crossing that has 150/50 given in the dat file is treated as 50/150 in the way builder, but then ends up as 150/50 as object.
Thus, the fastest speed one can build right now is 50/50, instead of 150/50. (well in case we would have 150kph ways, so it'd be 120/50 for us anyways, but still).
Title: Re: [r9515] Level crossings broken
Post by: prissi on February 06, 2022, 06:16:18 AM
There was en error, only speedlimi1 1 was tested. r10457 fixes this.
Title: Re: [r9515] Level crossings broken
Post by: makie on February 06, 2022, 11:16:10 AM
Now, it matter if you build the street or the track before and second the other.
This was not before R10457.
Title: Re: [r9515] Level crossings broken
Post by: Leartin on February 06, 2022, 01:40:05 PM
Though different behaviour based on what was built first could make some sense. The rule could be that the crossing needs to have a higher speed limit than the preexisting way, but can have a lower crossing speed for the newly built way - the next lower one.

Thus, the disruptive behavior of slowing down some way with a crossing cannot happen, and you can have crossings that at least force one vehicle type to slow down. Probably in most cases those would be trucks and busses.
Title: Re: [r9515] Level crossings broken
Post by: prissi on February 06, 2022, 01:55:19 PM
Indeed, the speed limits were not swapped correctly. Try r10461
Title: Re: [r9515] Level crossings broken
Post by: Flemmbrav on February 06, 2022, 02:46:30 PM
Thanks a lot for the fix!