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Missing road traffic

  • Thread starter Thread starter GHD
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GHD

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I have created many vector shapefiles for road traffic and they work after a fashion. However, can anyone explain at which point the traffic disappears and re-spawns? In my latest creation, there seems to be a stretch between two QMID 15 boundaries where traffic never exists:



Either side of this area, the traffic flows normally.

George
 
Hi George,

FSX road traffic disappears/re-spawns at each QMID15/LOD13 boundary (hopefully that'll change in the future; apparently, this "feature" was unintentional).

In my observation the length of the vector (and perhaps its shape?) inside a QMID15 cell plays a role (assuming there's no active exclude in that cell); it seems that there's a minimum length for a vector to show traffic at all. For that reason it's important to not split traffic vectors into smaller pieces.

Looks like your vector is in one piece but its corner position may make it too short. I don't know of any work-around for this issue.

Cheers, Holger

P.S.: Apparently, another important factor for road traffic is the local grid value of the PopulationDensity.bgl file in \Scenery\BASE\Scenery. I haven't tested this myself but was told that the maximum traffic density on a traffic vector is determined by the percentage values in this QMID15 grid file (that's probably why traffic is regulated on a QMID15 level in the first place). Thus, depending on the spatial location of vectors and the corresponding values in this file there may be unexpected changes in traffic density or even holes (i.e., 0% population density).
 
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Looks like your vector is in one piece but its corner position may make it too short. I don't know of any work-around for this issue.
Thanks Holger,

The problem is that the vectors follow roads on photographic textures so some of the segments will be short. The interesting point is that the vectors to the west are just as short yet the traffic appears there.

George
 
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