Utah Discussion Thread

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KrysEmlyn
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Re: Utah Discussion Thread

#2851 Post by KrysEmlyn » 01 Mar 2021 17:18

It's just a thing in ATS due to how the traffic signal models are made.
The set of signals for the thru lanes is actually two different traffic signal models.
The first model is the pole and the right 2 signals. The second model is the left most signal on the bar over the road.
The first model is also used when the left most signal on the bar is a left turn signal for left turn lanes in other intersections layouts.

To make proper signal layouts, SCS would have to add a lot more semaphore profiles to their game.
They opted to use a basic set of profiles with certain pieces exchanged as needed to cover the basic types of intersections.
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joschac2
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Re: Utah Discussion Thread

#2852 Post by joschac2 » 01 Mar 2021 18:31

They said they would redo traffic lights....i guess they forgot
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SuchManor
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Re: Utah Discussion Thread

#2853 Post by SuchManor » 01 Mar 2021 19:51

The only time I've seen more signals than lanes is 2 signals for a one lane road. I don't think I have ever seen 3 signals for 2 lanes. SCS is getting there with the way the traffic lights look but it needs a lot more work. Maybe one day.
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supersobes
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Re: Utah Discussion Thread

#2854 Post by supersobes » 01 Mar 2021 20:50

Situations like the one shown above where the left turn signal is on a separate pole are also overused in ATS. While that does exist in some places in real-life, it's definitely not as common as it in ATS.
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flight50
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Re: Utah Discussion Thread

#2855 Post by flight50 » 01 Mar 2021 22:52

SCS also reduces lanes in ATS. A 3 lane avenue in real life might be a 2 lane avenue in the game. I asked this same question before though but it turned out that the one scenario I mentioned, was like that in real life. So technically, it varies I suppose.
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MT269
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Re: Utah Discussion Thread

#2856 Post by MT269 » 02 Mar 2021 13:53

Wouldn't the lane reduction be related to the scaling? Even a 3 metre reduction can be favourable towards another industry/landmark being added.

I don't think there's much that is wrong with this, provided that the sacrifices owing to scaling aren't overly extreme.
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Re: Utah Discussion Thread

#2857 Post by flight50 » 02 Mar 2021 15:54

I'd say the reduction is due to scaling. That is why I'm okay with Interstates in the game being 3 lanes for the most part. 4 is okay when a lane turns into an exit for either an interchange or an off ramp. Some people want the roads to match the real life roads and that just eats up space imo. I'd rather get more city to possibly get off and drive thru. For cities that you can only drive thru 4 max lanes but beyond that is overkill in my book. I think I-15 thru SLC is good in the case of this thread. It works well as it merges into
I-80. Cities like Los Angeles, Houston, Dallas, San Antonio, Austin, Chicago, Kansas City, St. Louis.....4 lanes should be the max. Mid size cities 3 lanes and obviously anything smaller would be 2 lanes.

The biggest issue with too many lanes beside extra space is the AI. The more lanes there are, the more merge points for the AI to get over. They just are not smart enough when the roadways have too many lanes.
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Re: Utah Discussion Thread

#2858 Post by Bedavd » 02 Mar 2021 20:24

AI will all just pile up in the right lane anyway :)
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Re: Utah Discussion Thread

#2859 Post by supersobes » 31 Oct 2021 03:57

The new GP truck stop across the street from Hearts off exit 56 in Salina, which was under construction both IRL and in-game, is now open for business! It looks like Hearts no longer has a monopoly at the last exit before the longest stretch of Interstate without a fuel station.

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Re: Utah Discussion Thread

#2860 Post by Tristman » 31 Oct 2021 08:36

I love these little changes, it gives that fresh feel to the trips you’ve done countless times.
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