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CSUR direct connect fails when road sizes do not match #8

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kianzarrin opened this issue Jul 5, 2020 · 3 comments
Open

CSUR direct connect fails when road sizes do not match #8

kianzarrin opened this issue Jul 5, 2020 · 3 comments

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@kianzarrin
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image

possible Solutions:

  • use harmony to create exceptions for CSUR roads so that smaller roads get priority. (render the directly connect node of the smaller road)
  • use different connect groups for different road sizes. This way roads can have different DC node depending on the target road size.
  • Continues Junction median should handle this issue: if DC node is for median (connect group is train and netAI is RoadBaseAI) then stretch the DC texture of the smaller road to match the size of the bigger road.
@kianzarrin
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Screenshot (1142)
Even when the difference is 1 there is some problem.

@kianzarrin
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Is CSUR even intended to work in such circumstances?

@victoriacity
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The game will spawn the direct connect node of the road with a larger half width if both roads have node available. The first solution would be the most tractable.
The second solution requires each road having its unique connect group, which greatly outnumbers what the game has provided, so it requires patching the connect group mechanics.
The third solution might result in inconsistency in lane counts, say 3 lanes become 4 lanes abruptly instead of opening the leftmost or rightmost lane.

Direct connect nodes in CSUR are designed to work with junction medians. For transition between different roads although they work in some cases they aren't optimized for such. The best example is connecting 6DR to 6DR4, where the direct connect node doesn't even connect the 3 lanes to each other.

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