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Author Topic: FLEX Turn Lanes (FTL) and Related Projects - Development and Support  (Read 371270 times)

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Offline Terring7

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1280 on: August 27, 2018, 08:37:29 AM »
That's the craziest FTL I've ever seen ???

I love it! &dance
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Offline j-dub

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1281 on: August 28, 2018, 12:55:14 PM »
but what's the point of having to wait to cross, then having to wait to go again  ()what() waste of gas and time that i would not be too happy about in reality, but interesting function in-game though

Offline druidlove

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1282 on: August 28, 2018, 02:42:51 PM »
I thought that too originally until I drove through the one at Loveland, CO: https://web.archive.org/web/20100912145935/http://www.ci.loveland.co.us/publicworks/Streets/CapProjSupport/NewMadisonEisenhower.htm

The purpose of a CFI is to eliminate the problem of left turns in the intersection, as well as the risk of accidents. In many cases, there are problems with land that could skew the intersection, or the nearby businesses that getting in or out impossible with traffic timing. While there are 2 lights for a left turn, you would only stop at one of the lights, usually the back light.

Wikipedia has some good illustrations on CFIs: https://en.wikipedia.org/wiki/Continuous-flow_intersection

Offline Akallan

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1283 on: August 28, 2018, 02:58:42 PM »
Well, I think you all went crazy on the NAM team! :popcorn: I can watch this intersection for hours, so much so that it is impressive!

Offline Wiimeiser

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1284 on: August 28, 2018, 06:54:47 PM »
So that's a continuous flow? I heard there were plans to build something like that here at one stage, but I can't seem to find them...
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Offline Durfsurn

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1285 on: August 28, 2018, 09:08:52 PM »

Offline Seaman

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1286 on: August 29, 2018, 01:29:09 PM »
but what's the point of having to wait to cross, then having to wait to go again  ()what() waste of gas and time that i would not be too happy about in reality, but interesting function in-game though

As far as I can remember, the setup is actually quicker for going straight or turn right (when right hand driving) because you eleminate a complete signal phase at the main intersection.
My guess is, that the left hand turners actually do not loose mutch of their time (if any), because the 2 signals for them have only two signal phases which can be managed pretty efficiently.

From an engineers point of view and looking at the simulation results, this intersections is more efficient than a normal setup. It's not very common in most parts of the world because of increased consumption of space, higher cost of construction and possible confusion of drivers unfamiliar with this type of intersections (what might actually be a very good point).

Offline Tarkus

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1287 on: September 16, 2018, 02:44:43 AM »
Another little something here . . . implementation-wise, this is right now set to spring forth if one immediately transitions from Avenue to Road (over two tiles) after the intersection.



-Alex

Offline Andreas

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1288 on: September 16, 2018, 03:07:40 AM »
Interesting design, I always wanted to have some "better" method for attaching a road at such an avenue T intersection. However, what would happen if the straight part of the road was approaching the intersection on the left tile instead of the right one?
Andreas

Offline Wiimeiser

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1289 on: December 26, 2018, 01:21:03 AM »
Found another issue:

No paths in LHD (don't know about RHD) and the intersection is breaking
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Offline dyoungyn

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1290 on: November 08, 2019, 04:41:00 PM »
Could this finally be flex curves for AVE 4.  Looks amazing.

Another little something here . . . implementation-wise, this is right now set to spring forth if one immediately transitions from Avenue to Road (over two tiles) after the intersection.



-Alex

Offline mgb204

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1291 on: November 08, 2019, 05:03:23 PM »
Could this finally be flex curves for AVE 4.

I don't know of any new developments flex-wise regarding the Avenue WRCs, but this is an existing piece, find it in the Road / Curves menu. Avenue pieces are towards the end of the Tab-Ring, so using Shift + Tab to scroll in reverse order makes finding them quickest. Both 45 and 90 curves exist for Avenue. Likewise FA-AVE (Fractionally Angled) pieces exist in the appropriate menu also.

Offline Tarkus

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Re: FLEX Turn Lanes (FTL) and Related Projects - Development and Support
« Reply #1292 on: November 08, 2019, 09:30:41 PM »
Indeed, the 45 WRC has had a FLEX version (developed by memo) for several years now.

-Alex