Maps Arkala

LT586

SimJourneys Defunked
Oct 25, 2016
449
FLHD, for a motorway section add timed bus stop cubes to points along the motorway as OMSI doesn't like huge gaps between stops, Its not for passenger alighting / boarding just intervals between the previous alight /boarding stop and the next.

Also the AI cars, there's a segment under Traffic in the editor to force them not to do the syncronised overtaking / stupid braking in the middle of the road!

Or if you have your own ideas all good!
 

BlueOrange

Founder of Masterswitch Studios
Masterswitch Studios
Mar 22, 2016
345
Also the AI cars, there's a segment under Traffic in the editor to force them not to do the syncronised overtaking / stupid braking in the middle of the road!
you what.

This is like half the reason I haven't done a bit more on the Oxford map. Lots of issues with traffic on the long A34 and other places..
 

FirstEnviro

Creator of the E400 MMC and Bristol Airport map.
Nov 1, 2016
699
FLHD, for a motorway section add timed bus stop cubes to points along the motorway as OMSI doesn't like huge gaps between stops, Its not for passenger alighting / boarding just intervals between the previous alight /boarding stop and the next.

Also the AI cars, there's a segment under Traffic in the editor to force them not to do the syncronised overtaking / stupid braking in the middle of the road!

Or if you have your own ideas all good!
oh. my. god.

why isnt this documented !!!
 

LT586

SimJourneys Defunked
Oct 25, 2016
449
you what.

This is like half the reason I haven't done a bit more on the Oxford map. Lots of issues with traffic on the long A34 and other places..
Mr PurpleOrange, you what is an indication I did something unjust.

YES they drive like syncronised swimmers or havent you played OMSI before? Come on Orange Juice. Keep up LOL

As I said above, if you out bus stop cubes between longer stops it will help OMSI keep a better time on traffic patterns as its interlinked. So Zzz Stop 1, 2 or 3 at 1 minute or 2 minute intervals as anything over 3 minutes OMSI doesn't like.

Timetabling is easy if you time your routes with a bus from end to end and count how long the traffic lights, and bus stops hold you up, this is why most maps apart from (Fictional Szczecin, and Yorkshire, BOTW) have you running ragged as they didnt factor in traffic lights or bus stops, ran the bus with an empty road and timed it.
 
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LT586

SimJourneys Defunked
Oct 25, 2016
449
Mr PurpleOrange, you what is an indication I did something unjust.

YES they drive like syncronised swimmers or havent you played OMSI before? Come on Orange Juice. Keep up LOL
Nope, just my surprise that you can actually fix that god-awful issue in OMSI
Ah so you wern't being an oxford pleb! Good good. Yes Kevin did it (yes I know) on the SB16 to Essen after the ZOB towards Essen. There's a bus lane cars cannot enter. Also on GG2 the motorway section has AI cars banned from entering one of the lanes so you can bomb it in peace.

I havent tried it just was nosy in the editor lol

I fixed the Park and Ride BOTW as all the cars were stuck turning right, so banned turning right and it was clear.
 

FLHD

Fulleylove
Oct 24, 2016
34
FLHD, for a motorway section add timed bus stop cubes to points along the motorway as OMSI doesn't like huge gaps between stops, Its not for passenger alighting / boarding just intervals between the previous alight /boarding stop and the next.

Also the AI cars, there's a segment under Traffic in the editor to force them not to do the syncronised overtaking / stupid braking in the middle of the road!

Or if you have your own ideas all good!
you what.

This is like half the reason I haven't done a bit more on the Oxford map. Lots of issues with traffic on the long A34 and other places..
oh. my. god.

why isnt this documented !!!
The option is there in the editor, but overtaking in OMSI was never added properly, so it literally doesn't change anything.
 
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btv

Veteran Member
Jan 15, 2016
332
Favourite Truck
Scania
To stop AI cars doing that you can make the carriageway split into sections so that each AI path is part of a different spline. If you keep the origins the same they can use the same radius and gradient values as well.

So for example for a 2 lane dual carriageway I had the main spline with the visible carriageway and AI paths for the outer lane, and a custom invisible spline for the inner lanes. AI cars can't move to adjacent paths if they're not part of the same spline, so will not brake and attempt to change lanes at all.
 

LT586

SimJourneys Defunked
Oct 25, 2016
449
I wanted to add, how do you find the editor as I find it very tedious as you can't see what objects you need or what they are until you load them up. It's very off putting (I know it's old) but I take my hat off to you all who can make maps, splines, crossings and believable UK looking maps.

Mine is a pancake at the moment lol!😂
 

iomex

UKDT
Dec 10, 2015
1,344
I wanted to add, how do you find the editor as I find it very tedious as you can't see what objects you need or what they are until you load them up. It's very off putting (I know it's old) but I take my hat off to you all who can make maps, splines, crossings and believable UK looking maps.

Mine is a pancake at the moment lol!😂
Honestly you just have to add everything, explore what's there and try to memorize it. With the O3D stuff, I just placed it all down, deleted items I wasn't interested in and kept the rest on a hidden part of the map for me to refer to.
 
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FLHD

Fulleylove
Oct 24, 2016
34
Update - August 2019.png


Its time for another update. Not too much has happened since last time, due to being away. Major things are the fact that I've fixed all vehicle paths, and managed to get AI buses up and running.

In the last update, I'd just done the entrance to Oxendon, but now the residentals of the area is finished, meaning I can get on to the commerical areas, University, and Hospital which live in the area. These are pretty big, and definately landmarks of the map, but we're not there yet.

I've also been trying some new textures, and making the map feel more British. Old areas have been revisited, again, again again, but the results I think are worth it.


Here, have some shots.
Note: Gemini 3 Streetdeck is shown in some of these images. This is a WIP, and not available to download. Follow the progress here: Buses - Wright Gemini 3 Pack

Screenshot 1.png


Screenshot 2.png


Screenshot 3.png


Screenshot 4.png


Screenshot 5.png
 

Tom99962

Radington and TMP Maker
Jun 3, 2017
503
View attachment 49570

Its time for another update. Not too much has happened since last time, due to being away. Major things are the fact that I've fixed all vehicle paths, and managed to get AI buses up and running.

In the last update, I'd just done the entrance to Oxendon, but now the residentals of the area is finished, meaning I can get on to the commerical areas, University, and Hospital which live in the area. These are pretty big, and definately landmarks of the map, but we're not there yet.

I've also been trying some new textures, and making the map feel more British. Old areas have been revisited, again, again again, but the results I think are worth it.


Here, have some shots.
Note: Gemini 3 Streetdeck is shown in some of these images. This is a WIP, and not available to download. Follow the progress here: Buses - Wright Gemini 3 Pack

View attachment 49571

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My eyeballs are blessed with the pure pixels you have presented me on this screen. ;)
 
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The British Gamer

Veteran Member
Dec 29, 2016
1,109
View attachment 49570

Its time for another update. Not too much has happened since last time, due to being away. Major things are the fact that I've fixed all vehicle paths, and managed to get AI buses up and running.

In the last update, I'd just done the entrance to Oxendon, but now the residentals of the area is finished, meaning I can get on to the commerical areas, University, and Hospital which live in the area. These are pretty big, and definately landmarks of the map, but we're not there yet.

I've also been trying some new textures, and making the map feel more British. Old areas have been revisited, again, again again, but the results I think are worth it.


Here, have some shots.
Note: Gemini 3 Streetdeck is shown in some of these images. This is a WIP, and not available to download. Follow the progress here: Buses - Wright Gemini 3 Pack

View attachment 49571

View attachment 49573

View attachment 49574

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View attachment 49576
Honestly stunning work Fulley! My eyes have been blessed by these images!
 

leinsterjack

Active Member
Jul 23, 2016
44
View attachment 49570

Its time for another update. Not too much has happened since last time, due to being away. Major things are the fact that I've fixed all vehicle paths, and managed to get AI buses up and running.

In the last update, I'd just done the entrance to Oxendon, but now the residentals of the area is finished, meaning I can get on to the commerical areas, University, and Hospital which live in the area. These are pretty big, and definately landmarks of the map, but we're not there yet.

I've also been trying some new textures, and making the map feel more British. Old areas have been revisited, again, again again, but the results I think are worth it.


Here, have some shots.
Note: Gemini 3 Streetdeck is shown in some of these images. This is a WIP, and not available to download. Follow the progress here: Buses - Wright Gemini 3 Pack

View attachment 49571

View attachment 49573

View attachment 49574

View attachment 49575

View attachment 49576
Speechless...
 
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