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Parking AI: Infinite loop when parking spaces cannot be found #259
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Another user just reported this same issue in Discord chat. Only this time it was a vehicle leaving the city that was skipping between "leaving..." and "looking for parking..." |
Here are all requested things (I hope) https://www.youtube.com/watch?v=tgsIcnYh8oY And last the save game with the issue still included. https://steamcommunity.com/sharedfiles/filedetails/?id=1705119239 |
Report by Steam user tls18:
I |
@Its-Damon unsubscribe duplicate mod: Advanced Vehicle Options 😉 You don't need both I believe 😄 |
Duplicate AVO mod (original + industries) can also cause vehicle spawning issues. |
Hunch: This might be caused by #277 (infinite loop on ped path nodes causing pathfinder to bork) Also, just had another report of this bug on Steam (asked for savegame):
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Okay, I'm going to move my response in here, as steam doesn't like comments on 1000+ chars... First what I already wrote on steam:
Then what I was trying to write:
Hmm, just reading the last post again makes me wonder if infinite ped. paths could be my issue - since I'm changing the ped. network by adding the additional access road... Sorry for the rather lengthy post, but hope it's helpful Penguin |
@eudyptula Can you try the following: Without the added access road (ie. remove it so the parking problem starts again), go in to TMPE mod options and disable then re-enable the Lane Routing tool on the Maintenance tab. If that sorts it (at least temporarily) then it's possibly caused by the infinite loop issue mentioned in #277 As for the vehicles despawning, that will happen whenever a vehicle can't find a path for a certain amount of time or attempts. |
I've just subscribed that save and I am going to check that in a minute 😉 |
I've just checked that and that issue seems to be not related to #277 , unfortunately 😕 |
Wish there was a way to click on a building and see which parking lots would be considered for travelling to that building... |
Perhaps after a failed parking attempt, people should search further away for a parking spot, so eventually P+R facilities will be reached =) |
Compiled with debug enabled and been looking through log files, so far I noticed that my problem seems to be a path-finding one. It finds the parking lot (confirmed at the building ID is indeed the right building), and starts the path-finding to that building. This however ends with:
Might be trying to look further into this, but this was just my findings so far... In the attached log snippet, car id=6115 and parking lot building id=33193: |
Might be a duplicate of #352, due to: |
Do we update TMPE or list the building as broken? Edit: It would be useful if the debug message included details about the building asset (eg. it's name or id, something that helps us find it in the workshop). Also, would it be worth having a hash list (or whatever is fastest) of building instances where the values are booleans indicating whether the building should be considered for parking purposes? That way if there is a problem we can flag the building as 'do not try and park here'. IMO it might be worth having a project milestone to overhaul parking mechanics. |
Caused by #232. Path-finding constantly switches between the Parking AI modes There are two individual problems at play here. Reconstruction:
The first problem can be solved by only accepting parking space target segments that allow for car traffic. |
I don't know which building id 33193 was referring to. In fact, there is no building 33193 in the savegame.
You mean that the Parking AI keeps track of experienced parking problems? Might be something to consider. |
Nope, currently |
Not sure if it's relevant, but you mentioned cims leaving via non-highway roads, is that related to the issue where tourists struggle to leave the map via 2-way roads? See: #273 |
I will check issue #273. Meanwhile I fixed the And I found and fixed another issue. The junction restriction which allows to toggle pedestrian crossings affects road-side parking: When crossing is prohibited, cars are also unable to park at the same segment. |
Are the issues with ped crossings being bundled with the parking AI fix PR, or separate? Just thinking about noting them in change log - is it worth creating separate issue to track those or should I just reference this issue? |
I will bundle them into one PR since they are part of the whole fix. |
Just updating the changelog (in milestone, not the readme/changelog files yet) and found this ambiguous:
Does that mean "when prohibited it now prevents parking", or "there was a bug which prevented parking if crossing prohibited"? And for this:
IIRC doesn't that asset include an 'elevator' in the central building allowing cims to exit the building without crossing a road? |
- Parking AI: Last segment before parking space is now required to be accessible by car - Bugfix: Random parking broken - Bugfix: Pedestrian crossing restriction affects road-side parking - Pedestrian crossing is allowed at untouchable bent nodes - Removed u-turn lane arrow check at transition nodes
"there was a bug which prevented parking if crossing prohibited" 👍 |
Just been reading through this quickly...
As I remember it tries twice to find the parking space, once with a short range (32) and once with a longer range (256?) - as you see its about 128 away: |
I believe it only searches for parking space props once, with a search range of 32. Where have you seen it searching a second time? |
First attempt at l.3: Second attempt at l.58: If it searches once in a range of 32, how can it find the prop at the range of 128? Might just be me, not really that familar with your code, but it seems as it searches for a prop in short range first and then tries a wider range when the first fails... Anyways, looking forward to see if your next release fixes the issues! |
Feedback on 10.21 release:
:) |
I have this problem that car parking too far away from its position. For example, car parking at top left corner of the city while the owner go to somewhere at bottom right corner of the city while there are a lot of parking available there. |
I'm having a similar problem running this in my city as well. I'm doing a (right now) single square on the Riverrun map, putting the residential neighborhoods and commercial thoroughfares on the larger side of the river, and the industrial on the smaller side, and not linking the two halves via roads: i.e. vehicles which want to cross the river must leave their side via the highway and go around the other side (there's no roadaccess). What I do see when doing this, however, is people trying to visit something on the residential side trying to enter the industrial side, and then stopping in the middle of an intersection, gumming up the works. Here's one example, of an SUV trying to find parking for their house on the industrial side of the map: Their home is located in Myrtle Square, located across the river, and literally two doors down from a "Standard Parking Garage" structure which has visible capacity, and on a street which has parking available: For whatever reason, the vehicle stops directly in front of the tram road coming from the tram stop: This is after some fiddling, previously they would stop on the roundabout, which was an even more fun time. I moved the tram station, and changed the road in question to the in-game 2-way-tram road, they would come in and target the same point, then re-calculate their destination to somewhere else in the industrial area, before eventually doing the right thing: leaving the industrial area via the highway and going around to the residential. It's worth noting that the only way in/out of either the R/C/O or the Industry sectors is via the highway, so I'm not really sure why any car would ever try to get to the RCO sector via the Industry sector. |
You mean this garage (green rectangles represent real available parking spaces which game can use)? Anyways, if it's not a problem could you share that savegame for further testing? |
No, I'm using Badi_Dea's parking garage Savegame-wise, I have this one which the game says is two days old, and who's preview image reflects the smaller industrial section, but has the tram depot/road still in that location. There's also a more recent version, which has the tram depot moved and Parking AI disabled. With parking AI enabled, it should be possible to find cars trying to park in the residential sector coming into the industrial sector, and fiddling around before eventually giving up (with PAI disabled, they simply put their cars in their pocket and board the tram). |
as reported by @leaderofthemonkeys via Discord.
https://gyazo.com/7f7311ba45fba9632e8ff4aa7928a1fc
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