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Re: Cable car

Posted: 27 Feb 2022, 23:41
by Sjoerd
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Re: Cable car

Posted: 01 Mar 2022, 20:27
by Sjoerd
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Re: Cable car

Posted: 02 Mar 2022, 10:27
by Sjoerd
I'll put in a few trafficlights too, taken over from the Toronto map. ;)
(But no worries; the Toronto addon will not be required for this one)

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Re: Cable car

Posted: 02 Mar 2022, 14:38
by Sgt_DeBones
We really need to workout a string of code to allow traffic light cycles.

Re: Cable car

Posted: 02 Mar 2022, 15:04
by Michiel
If there would be some actual traffic ;)

Re: Cable car

Posted: 02 Mar 2022, 16:36
by remy
Michiel wrote: 02 Mar 2022, 15:04 If there would be some actual traffic ;)
I've seen screenshots of trains on the road, as roads are also defined as tracks, if I remember correctly? So, make a car model, place a spawnpoint on a road and many screenshots will follow :D

Re: Cable car

Posted: 02 Mar 2022, 16:44
by Leipzig_LP
remy wrote: 02 Mar 2022, 16:36
Michiel wrote: 02 Mar 2022, 15:04 If there would be some actual traffic ;)
I've seen screenshots of trains on the road, as roads are also defined as tracks, if I remember correctly? So, make a car model, place a spawnpoint on a road and many screenshots will follow :D
We're not in Trainz where that works Ahahaha 🤣

But a fun idea 😅

Re: Cable car

Posted: 02 Mar 2022, 17:12
by Michiel
Yes and no. The simulator indeed does not distinguish railroads from other roads, but there are no junctions defined for traffic roads, they are just stitched together so they appear to connect visually. So you can only go straight :D

Re: Cable car

Posted: 02 Mar 2022, 17:25
by AlistairCowell
Watch out, MG2's on the road!
Also, it is also running without third-rail, so another impossibility :lol:

Re: Cable car

Posted: 02 Mar 2022, 17:40
by Sgt_DeBones
So a solution would need to be discovered if we want ambient car traffic around. As for the the AI for those cars and how they could react to traffic signals altogether, I can see a zoning entity that could send a message to the AI when the cars reach a certain area at an intersection. It would act as a coded traffic signal zone for the AI that would be paired with the physical traffic lights which would also work with AHOBs and other forms of crossing signals. Once the AI enters the zone, it would initiate an "if" code to determine what the status of the traffic signals are in to decide whether to stop and go.

This would be essential for ambient details if we'd ever take that path. And adds more RNG for operations as in one trip, the intersection is in your favor while the next time it may not be. It gives you a challenge on timing. You could simulate delays for tram lines, American light rail rapid transit lines or tram-trains in general also.