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Traffic Rule Bug? [37272]

Posted: 20 Mar 2017 23:14
by RudiRaser
hi,

it seems there are something wrong with a traffic rule.

at two lane T junctions in Amsterdam and Rotterdam the AI´s won´t turn left.

please watch the pic: http://168419.homepagemodules.de/file.p ... 3A_Teeeest

here 2 videos about it. 2 x 6 hours ingame time with warp.


Amsterdam:
https://www.youtube.com/watch?v=7CTlLw17Fzo
-18435.3;31.9299;-11213.6;1.68835;-0.263705

Rotterdam
https://www.youtube.com/watch?v=4WtF8ttjhYs
-20532.6;53.9084;-8713.57;3.00806;-0.292859

reproducibility: yes
latest Beta version.

bug or fueature? :lol:

Re: Traffic Rule Bug?

Posted: 21 Mar 2017 06:11
by mr.cenda
Hi there, thank you. Situation looks like bug :)

have a nice day!

Bye

QA: 37272

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 07:55
by mr.cenda
Ive got answer for you. Turning left has been disabled deliberately. This type of crossroad is quite problematic for cars turning left because of dense traffic in 'straight direction. This is a temporary solution to reduce possibility of traffic jams until such prefabs are replaced.

Have a nice day. Bye

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 08:27
by RudiRaser
ok.
thanks for the info. :)

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 08:43
by MandelSoft
Couldn't you solve it with traffic lights? We did that in ProMods and it works quite well, as this naturally opens up gaps for traffic. :idea:

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 09:02
by Reinhard
Did you add traffic lights to the prefabs, in Promods? Because at least with vanilla 1.26 and before, these crossings in question doesn't support "semaphores". Always wished they do.

Or did I get something wrong?

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 12:23
by MandelSoft
We had to change the prefab itself yes, and in retrospect, there are better ways to set it up than we did. But with a few little modifications (add traffic light nodes, add stop points and create a new semaphore profile) this shouldn't be too hard.

Re: Traffic Rule Bug? [37272]

Posted: 21 Mar 2017 23:28
by StenioBlackHawnk
MandelSoft wrote:Couldn't you solve it with traffic lights? We did that in ProMods and it works quite well, as this naturally opens up gaps for traffic. :idea:
Omg, ProMods can do anything and SCS no! PROMODS FTW!!!

Re: Traffic Rule Bug? [37272]

Posted: 22 Mar 2017 15:07
by mjack
MandelSoft wrote:Couldn't you solve it with traffic lights? We did that in ProMods and it works quite well, as this naturally opens up gaps for traffic. :idea:
We could, but then people would complain that there are traffic lights on a motorway ;) And they would be right of course. (remember ATS launch?)
There is no good solution except for replacing the prefabs completely. The current 'solution' is more like a workaround

Re: Traffic Rule Bug? [37272]

Posted: 22 Mar 2017 23:23
by MandelSoft
At some locations, traffc lights can be justified however (Groningen for example, as one of the intersections that's represented there actually does have traffic lights in real life). I do agree it's a balancing act of either having traffic lights to control the traffic properly, or preventing traffic lights to appear on a motorway (which in the case of Amsterdam, there is one location where it cannot be avoided). Personally, I'd prefer a better traffic flow, even if it means that we have to add traffic lights, because at some locations you have to wait very long when you have to make a turn. And you already see how much traffic is backing up from the other road...