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littlewhitebutterfly

Automata stopping at road-street intersections

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Here is one more trouble with my automata: when they travel on roads, they keep stopping at intersections with streets, which is most unrealistic. I tried setting different values on "stop delay", "road go-" and "street go time" in my custom automata-tuning DAT, but my automata keep stopping. I even tried setting the "street go time" to 0, and in that case I had cars on roads stopping forever at intersections. Could someone please help me understand how this works?

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The automata are IRRELEVANT! They are produced by a totally different mechanism and don't act like the simulation (there is really NO TRAFFIC, but only finite states, but that's a whole nother story) The automata will NEVER equal the simulation. Use the TRAFFIC QUERY (alt-?) if you want to know the snapshot of traffic.. and as I mentioned before, it only updates every 3 months or so, so it may be wrong in areas where you've made recent changes.

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    Ok I know, I'm stressing this too much, however making changes to my automata-tuning DAT does change the way automata move around, so I would like to understand how to set the most realistic values for them. You know, it especially becomes a problem in UDI, which I rather enjoy, when cars and everything keep stopping almost at every intersection. So could you please explain to me what "road go time" "street go time" and "stop delay" really mean? -I thought I knew that, but I must obviously have gotten something wrong. Thanks a bunch for your patience!

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    SC4BOY is correct about the disconnect between the automata and the actual traffic simulation.

    As far as why vehicles are stopping at those intersections, it is because of a mechanism in the intersections' path files known as a "stop point".  While the rest of the path files do have a functional impact on the traffic simulator, by allowing traffic to use the network, the "stop points" have no known impact on the underlying simulation and they don't even work properly on several networks (namely One-Way Roads and RHWs).

    The stop points are linked in with the Street Go Time, Road Go Time and Avenue Go Time properties.  These properties signify how long the automata are to stop at stop points, and they are assmed by the game to function as signalized intersections.  If the Road Go Time is set to 6 seconds, as it is by default, traffic will go for 6 seconds and stop for 6 seconds. 

    As such, the stop points are also linked into the game's traffic signal animations, and those animations are designed to only work in the presence of stop points on that tile.

    In order to actually get cars to not stop at the intersections, you'd have to modify the path files to remove the stop points.

    Hope that sheds some light on things.

    -Alex (Tarkus)

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    Thank you so much, Alex, now things are much clearer. Then automata on roads will stop the same time at intersections with other roads and with streets?

    What about the Stop Delay property?

    As for removing the stop points as you mentioned, is it something that could be done also by someone without a physics degree -namely myself? 4.gif

    Finally, suppose you remove the stop points at road-street intersections; would cars coming from streets go ahead without stopping as well? Wouldn't that cause endless crashes?

    Thank you, hope you bear with my thirst of knowledge!

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    my drivers need to go back to virtual driving school, they go in the left lane to make a right turn crashing into me, and some rarely stop for avenue stop lights.

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