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One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 19:31
by srschacher
Hi.

I noticed that with regular roads, faster trucks will pass slower ones as long as there is no oncoming traffic. All traffic stops behind a broken-down vehicle.

I recently began playing with one-way roads. I was thinking that by creating some multi-lane highways, my vehicles would be smart enough to change lanes to pass a broken-down vehicle. This doesn't seem to be the case.

I currently don't have vehicles of different speeds using the highways, so I haven't seen vehicles passing vehicles, but I'm guessing that this behavior still happens?

Is the only benefit of one-way roads that vehicles can pass without worrying about oncoming traffic? They still back up behind a break-down?

Thanks,
Steve

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 20:27
by acs121
Naturally, RVs will not pass broken down vehicles.

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 21:11
by srschacher
acs121 wrote:Naturally, RVs will not pass broken down vehicles.
Even on two-lane roads? Why have two lanes, then?

Steve

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 21:18
by acs121
srschacher wrote:
acs121 wrote:Naturally, RVs will not pass broken down vehicles.
Even on two-lane roads? Why have two lanes, then?

Steve
Because faster vehicles can then pass at any time slower ones.
You can also simply disable or reduce breakdowns in the advanced settings.

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 21:29
by srschacher
Okay, so you are confirming that the only advantage to two lane roads is free passing because of no oncoming traffic. Vehicles will not pass a stopped vehicle, only a slower vehicle (where zero speed is not considered slower).

I don't want to disable break-downs because I want that randomness in my game. I just thought that a zero speed vehicle would still be treated as "slower."

Steve

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 21:49
by acs121
You can still reduce them in the advanced parameters. Personally, i highly disreccomend enabling it.

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 22:57
by srschacher
I get it... you don't like break-downs.

That side-steps my question of my topic; do you think vehicles should be allowed to pass a zero speed vehicle, or just > 0 speed vehicles on one-way roads?

Steve

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 23:15
by kamnet
It's a long-known issue with the pathfinder code. Vehicles look one space ahead before deciding if they need to move over another tile to pass. But when the vehicle in front of them stops, they don't have enough time to decide if they need to move, so they also get stopped.

There is also the long-known issue that articulated vehicles cannot pass, in part due to the same issue as above.

Developers have been working on the issue for a few years, but no satisfactory solution has yet appeared.

Re: One-Way Roads -- What's The Point?

Posted: 10 Feb 2018 23:36
by srschacher
Thank you, kamnet. That answers my question.

Also, I am using articulated vehicles, so that also explains it.

Steve

Re: One-Way Roads -- What's The Point?

Posted: 11 Feb 2018 10:54
by acs121
Just try to find the best solution, sometimes non-articulated is way better than articulated.

Re: One-Way Roads -- What's The Point?

Posted: 11 Feb 2018 21:28
by srschacher
acs121 wrote:Just try to find the best solution, sometimes non-articulated is way better than articulated.
Yes, I'm trying to trade offf speed, capacity, and reliability vs running cost.

Steve

Re: One-Way Roads -- What's The Point?

Posted: 12 Feb 2018 06:08
by leifbk
You can let slow, articulated trucks and swift, non-articulated ones share the same roads. The eGRVTS truck set provides a nice and well-balanced mixture of both. Mixing those with fast and articulated trucks like Road Hog's is generally not a good idea.

Re: One-Way Roads -- What's The Point?

Posted: 12 Feb 2018 19:27
by acs121
leifbk wrote:You can let slow, articulated trucks and swift, non-articulated ones share the same roads. The eGRVTS truck set provides a nice and well-balanced mixture of both. Mixing those with fast and articulated trucks like Road Hog's is generally not a good idea.
This, however, is true. The first tank bi-articulated truck is in 1960, and it only goes at 48 kph. Compared to that, the non-articulated tank truck you have in 1960 has been introduced 6 years ago, and can go at 72 kph. Choose between capacity and speed.

Re: One-Way Roads -- What's The Point?

Posted: 13 Feb 2018 08:04
by Chrill
I use one-way roads for eyecandy more than anything. It "feels" nicer to have a highway if there are lots of RVs going between two larger metropolitan areas.

Re: One-Way Roads -- What's The Point?

Posted: 13 Feb 2018 15:07
by acs121
srschacher wrote:I get it... you don't like break-downs.

That side-steps my question of my topic; do you think vehicles should be allowed to pass a zero speed vehicle, or just > 0 speed vehicles on one-way roads?

Steve
Vehicles during breakdown are not considered as 0 speed. Vehicles on one-way roads wil pass a vehicle if it is going slower. Note that trams cannot pass other ones.
However, you can do a little experimentation :
1. Install two NewGRF road vehicle sets.
2. Build some, and get them on the roads.
3. Pause the game, and type in console "set newgrf_developer_tools 1". Go in NewGRF parameters, and remove one of the GRFs. Click on applicate changes.
4. You'll note vehicles will have taken a weird texture, and their speed will be 0 kph / mph.
5. Unpause. You'll see that because the vehicle speed is 0, and that the vehicles from the other set have a speed of > 0, they will pass other ones.

Re: One-Way Roads -- What's The Point?

Posted: 13 Feb 2018 15:19
by Pyoro
It's sometimes advantageous to build large RV stations with one-way roads to prevent jams.
Let's see if I can find something in my screenshot collection ... well, here's an how-NOT-to-example:
Staufertransporte, 11. Jan 1945#1.png
Staufertransporte, 11. Jan 1945#1.png (125.86 KiB) Viewed 5918 times
Due to path-finding stupidity and full-load orders the vehicle pile up back into the main road causing a huge jam. Now I had for example a second entrance where the brown building is and made both one way, I could make the "upper" one "entry" and the lower one "exit", so IF there's some backlog of vehicles they'd have more space to not jam back into the main street ^^

Of course, there's other way to prevent/avoid this sort of thing so it's not really anything that's all that useful. But it's about the only legitimate use I can think of aside from decorative purposes and other whims ;)

Re: One-Way Roads -- What's The Point?

Posted: 15 Feb 2018 02:18
by jules
I've used them before to achieve a ro-ro station style system (using the road side style stops). Not sure if it is actually beneficial though.

Re: One-Way Roads -- What's The Point?

Posted: 15 Feb 2018 02:37
by srschacher
Thank you all for the replies. This is very instructive.

Steve

Re: One-Way Roads -- What's The Point?

Posted: 21 Feb 2018 19:59
by bear1
They can occasionally be helpful to avoid a queue backing up a junction/main road and for menacing my competitors.

Re: One-Way Roads -- What's The Point?

Posted: 21 Feb 2018 21:19
by acs121
Menace competitors ? How ?