The road junctionary
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The road junctionary
I'm seeing too much rail junction topics, so why not road junctions ?
I'm first going to input some definitions for the topic :
I'm first going to input some definitions for the topic :
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- Road definitions.png (63.61 KiB) Viewed 414 times
Re: The road junctionary
A road junction between a highway and an expressway separating with another expressway !
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Re: The road junctionary
nice now if only road vehicles could actual use the extra linesacs121 wrote:A road junction between a highway and an expressway separating with another expressway !
even a 1 way street is a wast in the game and not fully used by road vehicles
how you create the highway??
3 lanes per side???
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- Tycoon
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Re: The road junctionary
There are NewGRFs that provide the third lane sprite and barrier. The Dutch Road Furniture has it for example.ANIKHTOS wrote:nice now if only road vehicles could actual use the extra linesacs121 wrote:A road junction between a highway and an expressway separating with another expressway !
even a 1 way street is a wast in the game and not fully used by road vehicles
how you create the highway??
3 lanes per side???
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: The road junctionary
Actually lanes are fully used by road vehicles.ANIKHTOS wrote:nice now if only road vehicles could actual use the extra linesacs121 wrote:A road junction between a highway and an expressway separating with another expressway !
even a 1 way street is a wast in the game and not fully used by road vehicles
how you create the highway??
3 lanes per side???
A vehicle going at 72 kph will pass a vehicle going at 64 kph if there's no road vehicle infront, and if not in a curve, not on a slope etc.
This applicates to normal roads as well as one-way ones.
The third lane on the highway is fake, it's from the NewGRF called "Dutch Road Furniture". Those are Newobjects that are meant to be placed between two roads which have a 1 tile space between them.
Re: The road junctionary
No offense, but I believe massive road junctions are useless. The main reason is that, unlike trains, road vehicles don't reserve sections of the road. This means that:
Now, there's a related thing that is not useless, and that is design of road stations. The only situation when road jams are hard to avoid is trucks queueing up in front of a full load station, because the very first loading slot is occupied. Actually, so far I haven't found an ideal solution for that.
* In fact, even in a queue they sometimes magically pass through each other. it is possible to cramp an arbitrary number of trucks onto the exact same spot, then smash them all at once with a locomotive, mwahaha
** The capacity of boat routes is limited only by the number of boats you can build.
- Road vehicles going in different directions just pass through each other without blocking, which means no need for overpasses.
- Road vehicles going in the same direction aren't blocked by moving traffic. They can queue up only if their path is blocked by something else* (such as full station or train crossing), and junctions don't address those situations.
- Road vehicles already use the second lane for overtaking on normal roads, and the third lane is for decoration only.
- If you have road jams not near a full load stop, this means that you have too many road vehicles and you should convert the route to rail or boat.**
- If conversion is not feasible (say, for a bus route in the middle of a city), then building a road junction is not feasible either.
Now, there's a related thing that is not useless, and that is design of road stations. The only situation when road jams are hard to avoid is trucks queueing up in front of a full load station, because the very first loading slot is occupied. Actually, so far I haven't found an ideal solution for that.
* In fact, even in a queue they sometimes magically pass through each other. it is possible to cramp an arbitrary number of trucks onto the exact same spot, then smash them all at once with a locomotive, mwahaha
** The capacity of boat routes is limited only by the number of boats you can build.
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Re: The road junctionary
Make "parallel" stations.odisseus wrote:The only situation when road jams are hard to avoid is trucks queueing up in front of a full load station, because the very first loading slot is occupied.
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: The road junctionary
Articulated vehicles cannot pass other vehicles at all. In addition, vehicles cannot pass on bridges unless the passing started on the tile immediately before the bridge head tile.acs121 wrote:Actually lanes are fully used by road vehicles.
A vehicle going at 72 kph will pass a vehicle going at 64 kph if there's no road vehicle in front, and if not in a curve, not on a slope etc.
This applicates to normal roads as well as one-way ones.
Because of the limitations and lack of features in road vehicles, yes this topic is mostly going to be about superficial eye candy. Still it looks fun.odisseus wrote:If your goal is recreating real life junctions, then, of course, my arguments don't apply. But in that case a junctionary would be of no use.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: The road junctionary
odisseus.
As per YNM use parallel stations but you could try removing the one way system then the vehicles could use both lanes to load and not just the one.
As per YNM use parallel stations but you could try removing the one way system then the vehicles could use both lanes to load and not just the one.
Re: The road junctionary
Here is an example of how I make my cloverleaf-highwayjunctions:
By deleting the unneeded entrances/exits you can then also make T-junctions:
Depending on the direction of the T-junction, you may need to flip the direction of the bridges ofcourse..Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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