Transport Fever

Transport Fever

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Speed limit on modern bridges
On long, modern road bridges, e.g. crossing wide rivers and lakes, country road speed limits should be maintained. There are no buildings and it's perfectly safe to travel there at high speed, like in real life. I have had sections in the middle of my country road bridge turn into regular roads, while to the left and right there were still country roads. When demolishing a bridge it's obvious the bridge is divided into sections, so only the first section merging with the main land should be regular speed limit, the rest of the bridge should, like I said before, remain country road.

Don't know if pathfinding takes road speed into account for cars, but directing cargo traffic over fast bridges sounds reasonable to me.
Last edited by The Village Guy; Dec 7, 2016 @ 5:07pm
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Showing 1-4 of 4 comments
Vimpster Dec 7, 2016 @ 9:52pm 
Funny enough, for the people, road speed does affect their pathing choices, while your own transport pays no attention to road speed in it's pathfinding. Go figure.
The Village Guy Dec 8, 2016 @ 7:50am 
I get your point, but also see that it is path finding for a different purpose. I guess if a path found for a 'person' goes wrong due to a max speed change, it's not a problem, the person can just vanish or pick a new route, without really affecting the game.
Vimpster Dec 8, 2016 @ 2:36pm 
Originally posted by EmperoreeK:
I get your point, but also see that it is path finding for a different purpose. I guess if a path found for a 'person' goes wrong due to a max speed change, it's not a problem, the person can just vanish or pick a new route, without really affecting the game.
I think you read my statement backwards. What I was saying is that the game gives more attention to pathing for the people than it does for your own transport vehicles. I would normally expect to see the opposite of that.
The Village Guy Dec 13, 2016 @ 1:17pm 
It is realistic though, the paths provided are static, the paths chosen are free.
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Date Posted: Dec 7, 2016 @ 5:00pm
Posts: 4