Started by THLeaderH, February 06, 2017, 02:04:26 AM
0 Members and 1 Guest are viewing this topic.
Quote from: Vladki on February 09, 2017, 06:49:49 AMIf someone is about to stop, he should make it clear by blinking, but that is not possible in simutrans
QuoteHowever, in most cases the scenarios eventually degenerated into slow moving queues of traffic in the right (slow) lane, with vehicles refusing to overtake one another.
Quote1. Consider reducing the speed difference required to start overtaking to 1 or 2 kmph (the risk of two vehicles ending up at the same speed side by side, as mentioned in this thread, based on my observations, seems minimal)
Quote2. Consider changing the 'start overtaking' rule so that it compares the current speed of the vehicle in front with the theoretical maximum speed of the overtaking vehicle. That's much more likely to result in a 5 kmph difference (and is much more realistic in my opinion)
Quote3. Consider making the required speed difference a percentage (say 5%) of one of the vehicle's speeds instead of a fixed value. That would make it easier for vehicles to initiate overtaking at lower speeds.4. Consider relaxing the requirements for a vehicle to return to the right (slow) lane after overtaking. Time and again I saw vehicles finish their overtaking maneuver too soon and get caught in a slow moving queue in the right lane.
QuoteUnder my suggestion the difference is 60 (100 - 40) therefore overtaking is initiated.I feel this is more realistic because in real life a driver will more likely consider his potential speed not his actual speed when starting to overtake
Quote from: DrSuperGood on February 11, 2017, 04:46:11 AMProblem is that the vehicle in front might keep accelerating and so reach 100 and the one behind could never overtake. One would have to purposely force the one in front to remain slow to allow for the overtake to happen successfully, which defeats the purpose of overtaking in the first place. In real life one should only overtake slow vehicles that are well below the speed limit.
QuoteI think simutrans cars know that they are being overtaken, so they can behave politely and not accelerate until the maneuver is finished
Quotebut I think 15 km/h is a bit much...I think 5km/h or even 5% slower is better.You can see these slow overtakes quite regularly. When a truck is overtaking another truck, faster traffic is stuck behind the trucks for a while in real life as well..
Quotethe truck 'hitting' the back of the truck in front of him, decelerating to 0 km/h, accelerating again just to hit the truck in front of him again.. it's kind of sad to see.I think if a truck can't overtake the truck in front (at that moment) it should adjust its speed to the speed of the truck in front.
Quote from: jamespetts on February 08, 2017, 12:30:38 AMCurrently, only one road vehicle can occupy a tile, but tiles are divided into (if I recall correctly) 32 steps for vehicles. Vehicles also have a length encoded into their .dat files of how many of these steps that they occupy. These two data together should in principle be possible to be the basis for allowing multiple vehicles to occupy the same tiles travelling in the same directions with accurate spacing, and would be a significant improvement in road vehicle handling in the game.
Changed filessimconvoi.ccsimconvoi.h/vehicle/overtaker.h/vehicle/simvehicle.cc/vehicle/simvehicle.h/besch/weg_besch.h/besch/reader/way_reader.cc/besch/writer/way_writer.cc/boden/wege/weg.hdiff command : diff -u -r sim_original sim_changed > OTRP3.patchpatch command : patch -u -p1 -d simutrans-win < OTRP3.patch
Quote from: jamespetts on February 12, 2017, 12:31:32 AMI think that you may have misunderstood: I do not mean two vehicles heading in one direction side by side, but rather one in front of the other, as many vehicles occupy only a fraction of a tile's length, yet, at present, no vehicle may enter a tile in which another vehicle is present, even if the vehicle that is in the tile is occupying only a fraction of it.
Quote from: killwater on February 12, 2017, 11:03:24 AMThen how is it possible to overtake at all?
Quote@THLeaderHCould you post a youtube video with the updated mechanics?
Quote from: THLeaderH on February 14, 2017, 08:19:29 AMI made a video.https://youtu.be/T_6ne8iIal8
Quote from: Isaac.Eiland-Hall on February 07, 2017, 05:49:26 PM4. On distinguishing the roads - SimCity paints arrows on the tiles. Perhaps a partially-transparent overlay for direction would work. Or the road designer could do something like the mentioned guardrails on each side.
QuoteCars on the left lane enter the right roads crossing over vehicles.
QuoteIt appears to be a lot more difficult for a vehicle to initiate overtaking of a City car (especially a slow City car) than a player vehicle. Is there something in the way City cars are coded that would make them more difficult to overtake?
QuoteOvertaking of stationary vehicles at a stop has improved a lot, but sometimes a queue of stationary traffic still forms behind a stopped vehicle.
Quote from: THLeaderH on February 15, 2017, 06:24:51 AM3.In fact, conditions to overtake city cars is not changed yet (still isidoro's condition) ! The new conditions for city cars should be written and I'm planning to do that, sorry.
QuoteChanged filessimconvoi.ccsimconvoi.h/vehicle/overtaker.h/vehicle/simvehicle.cc/vehicle/simvehicle.h/descriptor/way_desc.h/descriptor/reader/way_reader.cc/descriptor/writer/way_writer.cc/boden/wege/weg.hdiff command : diff -u -r sim_original sim_changed > OTRP4.patchpatch command : patch -u -p1 -d simutrans-win < OTRP4.patch
Quote from: THLeaderH on February 16, 2017, 03:27:13 PMIn this release, overtaking vehicles which have larger power is prohibited to reduce the blocking by slow vehicles.
QuoteThis sounds like a terrible idea. So a light fast bus will not be able to overtake a heavy lorry?
QuoteUse the latest trunk code from SVN.