Krzysztof

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Thanks for reporting that 😃 Unfortunately I can confirm that something is wrong when outgoing segment has monorail tracks (at least in your savegame). I will try to check what...

Thanks for extensive testing, I did similar experiments two days ago and came to the same conclusion. Definitely need to do more tests, gather some debug logs and analyze what...

Actually it's not that easy to detect such case (wide roads/medians). There are multiple issues with median detection and any kind of gap between lanes. Once we fix/improve median detection...

@aubergine10 keep in mind that enumerators may create garbage each use when they capture parameter or variable 😉

`may` was intentional. It silently hides complexity. You can see nice example in `ExtPathManager.FindPathPositionWithSpiralLoop`. Calling that method recurrently **may** result in `StackOverflowException` if it goes too deep. ![image](https://user-images.githubusercontent.com/19638970/161624560-e6700861-73e5-4668-9f25-166d20edff28.png)

Again, BFS _(Breath-First-Search)_ algorithm just like A* or Dijikstra needs a graph/navigation mesh or any kind of structure built from vertices and edges to be able to generate fastest/shortest/any route....

> My apologies, the roundabout itself is the [three lane turbo roundabout](https://steamcommunity.com/sharedfiles/filedetails/?id=2169073409) by BlueHawk, and the markings are [intersection marking tool](https://steamcommunity.com/sharedfiles/filedetails/?id=2140418403) by macsergey. I'm 99% sure that road has only...

> @krzychu124 Didn't you say something about pedestrians being handled separately in a way that the code handling regular traffic flow can't see them? Or maybe I misunderstood.... Pedestrians and...

afaik it was used only for specific testing, like you have got a problematic savegame, know the segment or node and want to log only data related to that segment...

I'll try to refactor my experiment from my other mod and include it into TM:PE as a debug tool