Transport Fever 2

Transport Fever 2

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ash Nov 29, 2019 @ 7:21pm
Road vehicle overtaking or specific lane allocation.
Can faster road vehicles actually overtake slower vehicles now? It was really brain-dead, extremely inefficient, let alone stupidly unrealistic how one slow truck on a 4 lane road would create a train of 20 faster trucks behind it.

If this is supposedly "too complex to implement", "too expensive performance wise" etc etc, it would be an improvement if you could actually specify a specific lane on a multi lane road for a route. Is that possible?

I'm interested in responses from those who have actually played the new game or can link to a video with an answer. I've watched some videos but haven't seen specific info on this yet.

Last edited by ash; Nov 29, 2019 @ 7:22pm
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Showing 1-15 of 29 comments
𝓕𝔁 Nov 29, 2019 @ 8:02pm 
Nope, they don't overtake. Rewind it a bit though and it almost looked like they did, but it was because of them going different directions at the next junction.

4:31:31
https://youtu.be/g-vjJMW6iJw?t=16291
ash Nov 29, 2019 @ 8:15pm 
Originally posted by RWB FxUK:
Nope, they don't overtake. Rewind it a bit though and it almost looked like they did, but it was because of them going different directions at the next junction.

4:31:31
https://youtu.be/g-vjJMW6iJw?t=16291


Thanks for the timestamp. I watched that video for about an hour but didn't have time to go for 3.5 more hours! :(

4:28:10 is about when he starts talking about this.

The answer is pretty disappointing actually.
Last edited by ash; Nov 29, 2019 @ 8:16pm
ash Nov 29, 2019 @ 8:22pm 
Yes I see at 4:29:25 the cars definitely jump lanes, not realistic but good enough for a sim game. But you're right they were just preparing to turn right at the intersection.

However, if they have logic in the game to do this, it should be very simple for the cards to jump back to the original lane when past the slow vehicle.

ie ACTUAL OVERTAKING!

Let's hope this is implemented before release or at least as a patch later on.

Thanks again for spending 5 hours watching this so I didn't have to! ;)
Last edited by ash; Nov 29, 2019 @ 8:28pm
canophone Nov 29, 2019 @ 8:44pm 
Originally posted by ash:
Yes I see at 4:29:25 the cars definitely jump lanes, not realistic but good enough for a sim game. But you're right they were just preparing to turn right at the intersection.

However, if they have logic in the game to do this, it should be very simple for the cards to jump back to the original lane when past the slow vehicle.

ie ACTUAL OVERTAKING!

Let's hope this is implemented before release or at least as a patch later on.

Thanks again for spending 5 hours watching this so I didn't have to! ;)

Likely the road would need more identifiers in itself to actually be able to do overtaking, and it doesn't necessarily.
General Tso Nov 29, 2019 @ 8:58pm 
If they can't implement passing it would be nice if the player could specify which lane a line uses. For example. You could have a four lane road with one lane reserved for cars and the other 3 lanes could have one or more lines each. Unfortunately there might still be problems with vehicles making turns because they would still need to changes lanes to do that in some situations.
ash Nov 29, 2019 @ 9:00pm 
Originally posted by canophone:
Originally posted by ash:
Yes I see at 4:29:25 the cars definitely jump lanes, not realistic but good enough for a sim game. But you're right they were just preparing to turn right at the intersection.

However, if they have logic in the game to do this, it should be very simple for the cards to jump back to the original lane when past the slow vehicle.

ie ACTUAL OVERTAKING!

Let's hope this is implemented before release or at least as a patch later on.

Thanks again for spending 5 hours watching this so I didn't have to! ;)

Likely the road would need more identifiers in itself to actually be able to do overtaking, and it doesn't necessarily.

If you're saying the road has probably static nodes indicating lane change locations, that's a different thing, and yes I agree using that approach wouldn't be very useful for moving vehicles.

Instead I would expect it to be relatively simple for each road vehicle to check once every few seconds if it is held up behind a slow vehicle. If true, and it has an empty lane next to it, jump to that lane. Then on a short interval, check again if it can jump back.

I realise that there are all sorts of edge cases and snags however this is a simulation game. I would have no problem with two vehicles 'clipping' temporarily to simplify not having to perform so many checks. By clipping I mean what happens with trains and carriages when you bulldoze track under them and the train and carriages overlap temporarily.
Last edited by ash; Nov 29, 2019 @ 9:03pm
ash Nov 29, 2019 @ 9:07pm 
Originally posted by General Tso:
If they can't implement passing it would be nice if the player could specify which lane a line uses. For example. You could have a four lane road with one lane reserved for cars and the other 3 lanes could have one or more lines each. Unfortunately there might still be problems with vehicles making turns because they would still need to changes lanes to do that in some situations.
Yes that would be an improvement. It's what I mean in the original post by manually selecting specific road lanes on a route.
Assailer Nov 30, 2019 @ 12:52am 
That was one thing in TF1 which really bothered me. Damn if they couldn't fix this for TF2...
pkk Nov 30, 2019 @ 1:09am 
Soviet republic gets overtaking right. On two-lane roads with oncoming traffic (i.e. cars only overtake when the other lane is empty). Despite, in general, being a much less polished game than any of the games Urban makes.
Actionjackson Nov 30, 2019 @ 1:48am 
The overtakeing in soviet republic had some slight problem last time i play it, but that should be an easy fix. In OTTD if a truck breaks down on the road i remember it can be overtaken by other road vehicles too.

I hope they can maybe make it work in this game too, as it is right now you best upgrade all road vehicles to a type with same speed more or less at the same time.
Last edited by Actionjackson; Nov 30, 2019 @ 1:49am
Harag Nov 30, 2019 @ 1:48am 
If they can't implement overtaking, then alternative I would be happy that if they are going slower than full speed on a road to "drive through" the car in front after so long, yes. it will look crap, but it's better than a long queue...

However the good thing about a train of trucks is that it prompts me to upgrade the truck at the front ASAP, and with the new instant replace / sell in TF2 it's not as bad as it was in TF1 where we had to wait for them to get to the deport.
Actionjackson Nov 30, 2019 @ 1:49am 
Yea i would not mind a "drive throgh" other vehicle hack. Works for me.
djandygiles Nov 30, 2019 @ 7:02am 
I would hope to see overtaking. They had it in locomotion which came out when? I think 1999 or something
CunkFeatures Nov 30, 2019 @ 7:41am 
Originally posted by ash:
If this is supposedly "too complex to implement", "too expensive performance wise" etc etc
TTD had it so I'm sure its a piece of cake. But chances are path finding is too basic/limited.
Pyoro-2 Nov 30, 2019 @ 8:40am 
Originally posted by tomtalk24:
TTD had it so I'm sure its a piece of cake. But chances are path finding is too basic/limited.
Only for non-articulated vehicles. For articulated vehicles even OTTD never figured out how to make it work. Plus, TT never got one-way roads to properly work (ie vehicles just all use the same lane).

I'm pretty sure TT code and TP2 code/pathfinding is basically incomparable, but that's why I'd never assume that coding overtaking properly is "a piece of cake".
Last edited by Pyoro-2; Nov 30, 2019 @ 8:40am
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Date Posted: Nov 29, 2019 @ 7:21pm
Posts: 29