ufiby wrote: ↑22 Jan 2021 14:25
Road waypoints would be very useful, but will not be a good solution to the problem of major roads. Here another solution is needed.
Why not?
Question: What will you do if you have several hundred vehicles, several dozen groups of shared orders... and you build a new main road? Will you change all these several dozen orders after each rebuild?
Another situation: What if someone in the online game will build a shorter gravel road next to your highway and you don't have a checkpoint there? Will you be changing orders for all vehicles again?
But even omitting the above, waypoints would still be useful.
Three examples:
1. When all roads are of the same or similar class, but in some places traffic jams were created, even due to other players, waypoints will allow you to determine a better route.
2. When vehicles going in different directions are loaded at one station - different bus/tram lines or cargo loading for different enterprises/cities.
3. In the case of stations with very heavy traffic - the pathfinder marks the place of stopping too far in advance, which often leads to the fact that several vehicles want to go to one place blocking the traffic, while other parking spaces have been vacated and remain empty. By designating a stop or just a waypoint right in front of the station (entrance gate), its efficiency increases significantly.
wallyweb wrote: ↑23 Jan 2021 16:43
You can control your RV's route by using the one-way road arrows to block connecting roads. The effect is similar to using one-way rail signals. I only use "go via" on existing road stops that I need for other RVs that need to stop there.
It is impossible to map the route with arrows on a two-way road. Marking the road through the city with arrows would be at least frowned upon in an online game (you could be considered a troll by such style of building
), and also inconvenient because it is impossible to determine the direction of the city owned road.
Andrew350 wrote: ↑22 Jan 2021 21:37
Road stops are already waypoints - just use "Go Via" orders on your vehicles and it does exactly the same thing
Try to forget to set "go via" for the bus - Cargodist will destroy you. And if not a cargodist, local authorities will do it.
Kruemelchen wrote: ↑23 Jan 2021 12:17
One problem certainly is, that the pathfinder (YAPF) does not take road speed into account. In effect, it takes the shortest, not the fastest path.
This is the underlying problem. I wrote about it a year ago (
here, point 2), and a week ago I reported this issue on Github (
#8594).
- Road speed limits 1.2.1.png (668.35 KiB) Viewed 12025 times
This works very well for route determination for on-track vehicles. It is logical that it should be the same for roads.
Here it is noted that roads with the same or similar speed limits may have a different rank. Another thing is that the pathfinder for a vehicle with a maximum speed of 90 will not set a route through the highway, but will only go through local roads, which will usually not be as expected. Therefore, I believe that it would be good if each road could have an additional traffic penalty assigned individually by the creators of add-ons.