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Re: Cable car

Posted: 02 Mar 2022, 17:58
by Michiel
Random delays can probably already be simulated by making the animation cycles longer and only allowing animation state to change during the last second of the cycle. I just never had time to try it for Hageningen :D

Basically how crossings work: by default all objects are in state 0. When activated all connected objects will be set to state 1. Then the animation will activate and once the objects reach their final state (barriers down or red lights flashing) they enter state 2 which is the signal that the crossing is now closed and the signal clears.

Re: Cable car

Posted: 02 Mar 2022, 19:12
by remy
Michiel wrote: 02 Mar 2022, 17:12 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
On a serious note. I don't think that cars that can only go straight is a problem. When you're driving a train, you go past and might see them for a few seconds, you don't notice it, just think, oh a car, nice. On crossings they add details if they also stop and drive again.

For the tram activities it would be less immersive, since then your on the street all the time.

But a few sprinkled here and there? Would be great to try, and if not, remove them in the next version.

Re: Cable car

Posted: 02 Mar 2022, 21:59
by Sgt_DeBones
Michiel wrote: 02 Mar 2022, 17:58 Basically how crossings work: by default all objects are in state 0. When activated all connected objects will be set to state 1. Then the animation will activate and once the objects reach their final state (barriers down or red lights flashing) they enter state 2 which is the signal that the crossing is now closed and the signal clears.
Now with this info, there could be an additional coded zone for an area on the street that would enforce AI cars to stop there as stated before (and obviously the car AI would detect if other cars are in front of them to form a traffic jam).


Back to the Cable Car map. If we don't call it what I suggest (Chula Viejo), we could also just name it after a Founding Father, like Franklin City or something.

More name suggestions:
Jamesville, Monrovia (which already exists irl), Adams City, Morg City... ← my original map idea...



Edit: Turns out, there's already multiple Jamesvilles in the US :lol:

Re: Cable car

Posted: 03 Mar 2022, 04:44
by remy
Michiel wrote: 02 Mar 2022, 17:12 The simulator indeed does not distinguish railroads from other roads
Could you maybe give a bit of backstory on why that is the case? Easier to develop (just slap another texture on a piece of rail) or easier in the editor to snap things together? I'm really curious.

Re: Cable car

Posted: 03 Mar 2022, 04:49
by SFMUNI
"But a few sprinkled here and there? Would be great to try, and if not, remove them in the next version."

They use a giant freightliner brand truck to push the cable cars when the grip-person uses the emergency brake or when there's some other issue, maybe the push truck (which would mostly just stick to the cable car tracks, deviating to go around said disabled cable car) could be a proof of concept for if cars do, or don't work.

Re: Cable car

Posted: 03 Mar 2022, 19:28
by Sgt_DeBones
And with that said, I can see hirailers making a limited appearance to the sim also.

Re: Cable car

Posted: 04 Mar 2022, 07:01
by thijs773
Sgt_DeBones wrote: 02 Mar 2022, 17:40 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.
We know that stopping vehicles when a crossing closes is possible, we've seen it at that one crossing at Rijndam Buitenvelden where the train and the tram cross. Give the road ATB so the vehicles react to the street. Just make sure the ATB signal changes when the crossing is fully lifted, wich is currently not the case (the animated bridges in Rijndam have the same issue.) You can just make a small road loop out of sight to make the vehicles turn around.

Re: Cable car

Posted: 04 Mar 2022, 21:29
by Sgt_DeBones
thijs773 wrote: 04 Mar 2022, 07:01 We know that stopping vehicles when a crossing closes is possible, we've seen it at that one crossing at Rijndam Buitenvelden...
That's because it involves the CVL. I'm talking about non-CVL controlled crossings that uses TWC loops.

Re: Cable car

Posted: 04 Mar 2022, 22:09
by Sjoerd
Image
(With the American custom of placing trafficlights After the intersection :D )

Re: Cable car

Posted: 04 Mar 2022, 22:57
by Alfacinha315
About names for the map, "Freedom City" would be a great suggestion, as well as "Wahington Town".

What do you think?

I think it's time to create a new pool in the thread. What do you think about it, @Sjoerd?