Pavement Drive Assist

by Arcitos

Introduces a driver assistance system that autonomously follows paved roads, while maintaining a preset cruise speed if desired.

Utilities
4 years ago
0.14 - 0.18
182

g Wonderful!

7 years ago

This mod is a fantastic idea! I'm going to test it out and give you some feedback on the experience after I disable vehicle snap. I downloaded Asphalt Roads for a better driving/travel experience in game, and this seems like the perfect supplement!

7 years ago

Thanks! I'am looking forward to hear some feedback!

7 years ago

Alright, after some playtime with it, its really smooth and natural feeling (as far as factorio controls go anyways) however, it seems to struggle on sharp turns (specifically 90 degree turns). I know this is in your description as a weak point for this mod, but maybe you could implement some kind of response when a turn above a certain degree angle is approaching and/or an abrupt stop? I would be thinking along the lines of a warning symbol/noise. This way players have time to react if they don't realize/forgot that there is a sharp turn or sudden dead end.

Otherwise, this mod is very good. I also love how the cars stay in their lanes. Very nice touch with the Asphalt compatibility. Which also brings me to the suggestion of a parking assist as well? I understand that would be more difficult, but just some food for thought.

7 years ago

A warning/information if the car leaved/entered paved ground? Hm, this sounds like a helpful addon. I will look at it. For sharp turns there is unfortunately no other option than slowing down (this gives the assistant more time to turn) or designing road curves with 30 to 45 degree angles. But a redesign is mostly worth the time, as the higher travel speed will pay off quickly.

Your last suggestion is also very interesting. What should a parking assistant do with the vehicle? Should the assistant park it sideways parallel to the road or 90 degree into a parking row? Please specify an example for an use case ;)

7 years ago
(updated 7 years ago)

Well, for example, I have a small outcropping with lined areas that are big enough for tanks and cars to fit in. Again, I understand this may be a bit difficult, but if there was some way to identify a tile-set with lines and/or edges of pavement/concrete that basically form a box (aka parking spot) and guide the car into the center of that box, that would be amazing!

7 years ago
(updated 7 years ago)

Hm, this is a challenging task to do, because the vehicle has to detect the ground tiles (parking spot patterns), entities with their collision boxes and needs to calculate a (small) route from its present location to the center of the box without touching any collision box. I will put this on "maybe" and will first work on the "vehicle leaves/enters road" warning, ok? But thanks again for your suggestions and ideas!

7 years ago

Hi, the recent update 2.0.1 adds a "road departure warning" that is triggered if the vehicle leaves the road. Unfortunately this does only help if it's already "too late". Therefore it triggers an emergency brake if the vehicle is not controlled manually. I hope you find this function useful.

7 years ago

Hey! I've been kinda busy recently, but I see one of my suggestions made it in! That's awesome! =D Glad I was able to contribute to development!

Even if it's already "too late" it at least lets the player know something went wrong or they're now going out in the wilderness, which can ultimately save more headache in the long run. I'm sure there will be players (myself included) who will find this useful once their road networks reach a certain size. Thanks so much! Keep up the good work!

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