It would add a new city/district policy called "Bikes on Road", which would allow bikes to travel on car lanes.
However, a new policy category would be needed, called Traffic Policies:
Bikes would prefer outer lanes unless turning
Bikes won't use highways and bike banned lanes (set with Vehicle Restrictions). If road is congested, bikes would use only bike lanes and sidewalks.
This would need a lot of changes, I think, as you also would like to have some mechanics for cars to overtake cyclists if possible, as cars following a cyclist on a six lane with two empty lanes would look rather ridiculous ...
This would need a lot of changes, I think, as you also would like to have some mechanics for cars to overtake cyclists if possible, as cars following a cyclist on a six lane with two empty lanes would look rather ridiculous ...
The default two-lane road should be modified to allow overtaking.
The default two-lane road should be modified to allow overtaking.
Road network doesn't matter at all. Any of vehicle AI's don't support overtaking...
That feature would require complete overhaul of vehicle behaviour 馃槙
The default two-lane road should be modified to allow overtaking.
Road network doesn't matter at all. Any of vehicle AI's don't support overtaking...
That feature would require complete overhaul of vehicle behaviour 馃槙
The AI should be divided into modes, where each performs a specific action.
The AI should be divided into modes, where each performs a specific action.
What? That's not how this game works...
Each object in game has own AI, Citizens have either ResidentAI (if is city resident) or TouristAI (if tourist), vehiclesAI, probably around 20-30 versions (PassengerCarAI, PostVanAI, TaxiAI, TramAI, CargoTruckAI etc...).
We would have to rewrite BikeAI completely, since they don't even care about collisions with citizens, not to mention about cars.
You can see that vehicle priorities are not accurate also, because movement is approximated, game doesn't calculate it every simulation step for each vehicle, but calculations are performed in chuncks, usually each vehicle gets only up to 4 position updates each second or less, when simulation is overloaded (pretty normal for >80-100k cities). It's not enough to calculate overtaking (it would kill overall performance anyways).
BTW, I don't see any difference about overtaking bike and car, don't you think?
P.S. Remember Emergency Vehicles Evasion feature? Goal was only to tell other vehicles to pull over to side of a road. It was very hard...
Victor was working on it for about a year or so, never released it because of bugs and then left modding scene.
Instead, cyclists should cycle always at the speed limit.
Hehe, I see those cyclist riding 80km/h 馃槃
I guess I should write a "Unrealistic Bicycle Speed" mod than.
I guess I should write a "Unrealistic Bicycle Speed" mod than.
That's only option available now.
This feature should be done in three steps:
This would need a lot of changes, I think, as you also would like to have some mechanics for cars to overtake cyclists if possible, as cars following a cyclist on a six lane with two empty lanes would look rather ridiculous ...
The "bikes allowed on roads" policy could work on narrow/regular roads only and set up the maximum speed to 20-30 km/h for everybody so cars don't need to overtake. This would perfectly fit the "old town" policy.
See Woonerf https://en.wikipedia.org/wiki/Woonerf
Policy could be applied to any street, but would be default to all tiny roads from Network Extensions, [Backwards Compatibility] New Roads for Network Extensions and vanilla gravel road.
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I guess I should write a "Unrealistic Bicycle Speed" mod than.