citiesskylines-csur/CSUR

Few problems who waste potential of CSUR

Opened this issue · 1 comments

I decide to combine every problems that I have in one topic because i think, that they all meet in one point. On the end I suggest some important changes that can be helpful.

So... we start now of my vendetta ;)

One.

I know that original road system have some issues with responsivity. We can join roads only with perpendicular way. But this system have one grate advantage. Building roads with him is fast, simple and not frustraiting. Why? Because he work exacly as user suspects. I want joining two roads? Not a problem. I want creat curved road? Not a problem. I change 4 line road into 1 line road? Not a problem.

Theoricaly we can do the same with SCUR... but this is only theory. SCUR behave so irracional in some situations that i was starting to be frustraded... this is only a game right? So we should have fun not stress. Am i right?

So. Lets say something about joining roads. In standard mode you can join every road with every other road (even if this is irracional like joinging two line ordinary road with 4 line highway by creating intersection). With CSUR we cant do this. First we must remember that only centered roads can creat intersection (and U type roads but this I left for now). So imagin something like this. You have highway 3 lines above the ground (8 meters). You creat ONLY ONE singlie line exit. This line have number 4P (on the exit). In normal life you can join this road to eny other road. In SCUR you cant because 4P is not centered road. What if we DON'T want to creat U type intersection. This is not possible. Theoritcaly you can create shift but shifting is another problem. I will write about it later.

So first huge problem is that not centered lines canot create intersections. This problem waste incredibly hight potential of CSUR. You cant simply joing exit of highway line to city roads. You must use U type road or shift to centered road - huge waste of time, energy and planning.

Two.

Intersection creat only in flat space. If i have road from bridge i must first place it on the ground and then i can join this road to intersection. Whyt this is problem? Because sometimes we want join ramp directly to intersection - this is not possible. Another huge waist of time with planning, create special sections etc.

You understand? Theoricaly SCUR supoused to be more responsive than standrad road system. Reality is oposite to this.

Three.

What about shifting lines? This looks ugly. Why? Imagine something like this. You have line 4P. You want to increse hight this road, then you want to change to 3P (straight line is not possible - because when we change 4P to 3P we literaly moving road from 4P to center of road, so shift cant be straight line), then you want turn right (IMPORTANT), next you want to change to 2p, next you want change to 1p, next you want change to 0p and next you change to center line and then you can join to city roads where you want. This is insaine.

4p -> 3p
3p -> 2p
2p -> 1p
1p -> 0p
0p -> C
intersection

6 segment PLUS one of the end flat on the ground.

Problems with this idea? First you cant creathe smotth joining of this roads. When you shift from 4p to 3p road will turn to left lines but you want turn all module to right. CSUR create ugly joins with roads in this situation. We cant simple creat smooth turn to right. And when each segment is very short this looks even worst.

Where is the problem? Again - we cant join every road to every other road.

Solution? Special funcionalty to shift WITHOUT manipulating segment look. Imagine something like this. We change road 4P to 1P not by literaly turning this road, but by change place of center of end of the road. If this will be possible, you can join 4P even to CENTER zero road. Functionality like this create UNBELIVIBLE count of possibilities.

You have 4P exist from highway. You creat SMOOOOOTH turn to right, lower high of road, then you shift (virtualy) to 0 center road that is flat and this 0 center road you joing by intersection with other roads. THIS IS HUGE!

To this point you CANT say that CSUR is like real world roads. This is false. If you can shift from 4P to EVERY other line without changing look of road... then you can do almost everything. I imagine that this can be small segment (1unit), that simple changing center of next joingin road.

FOUR

SHIFT and pillars. Try to create shift 4p to 2p. Pillars grow in wrong places. Try to make road 1R2 over the ground. Pillars grow on center of this road. Sometimes pillars wont create.

FIVE

Not properly working UI tool. When you create you own road sometimes this road cant by found by clicking on numbers BUT you can found that road on list of roads and this road works.

SIX

List of roads is INSANE MESS.... one road get 3 icons (compact, express, standard) and order this roads is... unknown... system do wath he want, not logicaly.

SEVEN

Create different segment to pedestrian, bikes, etc. is insane. This must be change. One road ALWAYS should allow to on / off these options. Why? Because you build some plan, then start to realize that plan and after two hours you relize that you cant do it becaus from no reason some road can ONLY make with bikes (5 line highway????? what is it? joke?)

EIGHT

Some times you separatly create line forward and line backward (both on 0p and 1p). They don't want to join by yellow line. This is bug. Simillar when you create highway, between lines is empty space. YES we have tool to fill this space by wall... but this is huge waste of time.

NINE

When you place road on the ground, then ground should be flattened on width = width of road. This is very frustrating bug, because wast of my time.

TEN

When we have meny segement types will be good, if we have some search field. Imagine that you can select on UI on section "FROM" roads 1P and 2P and system automaticaly filtered every road that have start on this lines. Then we have whole picture of sitution. We know what we can do.

ELEVEN

When you changing road 1R1 (both direction) to 1R0P CSUR making strange traingle asfalt space between roads.

TWELVE

Conclusion. If we build simple roads, then CSUR works nice. But in moment when we start build something strange, not typical, then CSUR collapse into huge mess. One thing that waste most of potential of CSUR is that we cant change number of line without changeing his shapes. Example 1R2 to 1R0 without turning left. 2R2P to 2R4P without changing his shape. Etc.

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So i recommend to:

  • build search engine for roads that can not only select ONE by selecting number, but can search roads that matching to selected numbers
  • build modul that can change numbers of roads - this must works like that - we can change number roads ONLY by moving center of line. Example: we CANT change 2R2P to 1R0P1R2P without changing chape of roads but we will can change 1R0P1R2P to 1R2P1R4P. You understand? Only parallel roads at the same distances from each other. This is HUUUUUUUUUUUUUGE oportunity
  • fix small problems with pillars
  • the rest is smaller problem that not so important