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Adamu08

Intersections using 3 lane one way roads

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Hi All,

I am trying to build a 6 lane network to work like an avenue with trees in the middle to act as a filler. I built one section of 3 lane one way roads, then one square gap to fill in using a park filler plugin, and then another 3 lane one way going the other way.

You can see the issue is there are no traffic lights parallel with the one way lanes. 

IMG-2953.JPG.199fff9ad7038ddd483af6286b028a55.JPG

IMG-2952.JPG.bfdbe158d14f6981bced97f2e7a2805a.JPG

While traffic on the roads and avenues will stop at a red light, if there is a green light, the traffic on the 3 lane roads still continues so accidents ensue.

The only solution I have is to convert the one way roads into just one 6 lane avenue. However, there is an ugly gap dividing the 6 lanes that I cannot fill.

Your suggestions or ideas would be much appreciated.

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The lack of traffic signals on the 3-lane One-Way Roads (OWR-3) is intentional.  You'll notice the game's default One-Way Roads also lack traffic signals on their approaches to intersections.  This is because of how the One-Way Road network was programmed, with its "Tidal Flow" system of allowing the user to reverse the direction of the network.  It does not support the use of "stop points"--coordinates in a network tile's path file that tell the automata where to stop in the event of encountering a signal, stop sign, or railroad crossing gate.  Because the stop points don't work, traffic signals don't work, and are permanently stuck on green on any OWR-based approach.

Additionally, the underlying network itself is actually programmed just like a regular Road, on the RUL end (the code that handles network placement), and the Tidal Flow exists as an .exe-controlled layer on top.  Because of this, there's actually no way for the RUL end to actually tell which direction the One-Way Road is going, so even if the stop points did work, it'd be practically impossible to ensure the signals were facing the right way.

We do actually have a workaround for this in the NAM--the One-Way Road Signalization and Turn Arrow Project (SiTAP), which uses some trickery involving OWR/Road transitions in order to allow for signalization (instructions for this can be found here ), but at the present time, SiTAP functionality is limited to the base 2-lane One-Way Road.  The various other widths of One-Way Road that are added by the NAM do not yet have SiTAP abilities, though there has been some work done on that, and it is planned as a feature for a future release.

With regards to the AVE-6 network, there are cosmetic mods out there that add medians to it, which would address your main concern with that network.

-Tarkus

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    3 hours ago, Tarkus said:

    The lack of traffic signals on the 3-lane One-Way Roads (OWR-3) is intentional.  You'll notice the game's default One-Way Roads also lack traffic signals on their approaches to intersections.  This is because of how the One-Way Road network was programmed, with its "Tidal Flow" system of allowing the user to reverse the direction of the network.  It does not support the use of "stop points"--coordinates in a network tile's path file that tell the automata where to stop in the event of encountering a signal, stop sign, or railroad crossing gate.  Because the stop points don't work, traffic signals don't work, and are permanently stuck on green on any OWR-based approach.

    Additionally, the underlying network itself is actually programmed just like a regular Road, on the RUL end (the code that handles network placement), and the Tidal Flow exists as an .exe-controlled layer on top.  Because of this, there's actually no way for the RUL end to actually tell which direction the One-Way Road is going, so even if the stop points did work, it'd be practically impossible to ensure the signals were facing the right way.

    We do actually have a workaround for this in the NAM--the One-Way Road Signalization and Turn Arrow Project (SiTAP), which uses some trickery involving OWR/Road transitions in order to allow for signalization (instructions for this can be found here ), but at the present time, SiTAP functionality is limited to the base 2-lane One-Way Road.  The various other widths of One-Way Road that are added by the NAM do not yet have SiTAP abilities, though there has been some work done on that, and it is planned as a feature for a future release.

    With regards to the AVE-6 network, there are cosmetic mods out there that add medians to it, which would address your main concern with that network.

    -Tarkus

    Thanks for the detailed explanation. I'll use those cosmedic mods and switch them to an avenue. 

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