Open originalfoo opened 5 years ago
More confirmations of this issue from multiple users:
Shadertheboi: As you mentioned, when you "clear traffic", the issue does not seem to exist anymore.
Perhaps when the new version of TMPE is being loaded, it's good to clear all traffic and parked vehicles to let the mod run a fresh start on all vehicles entering and "popping in" into your city.
Because I can confirm that the parking AI issue has been fixed because there are no more crazy chaotic jams in my CBD area anymore, (besides during peak hours but the traffic will ease by itself).
another:
mlind1981: Update on the parking issue. I did the same steps as the others. And it works fine. What seems to be the problem is that my old cpu can't handle it long term in my 600k city where parking AI simply takes it over the edge. I'm going to leave it at that until my new rig arrives in a week or so then I will give it another shot and report back.
Summary of issue:
Seems that the parking bugfixes in 10.21 work great, but aren't being applied to previously affected vehicles (those spawned during 10.20 release).
@krzychu124 Do you think we should add something that despawns (or repaths?) parking vehicles when Parking AI is toggled? If so I'd like to add that in 11.6.5.1 release if possible while related mod options are being updated.
Or is that no longer needed now we have infrastructure to selectively despawn on pathfinder updates?
I'm not sure if they are despawned. I need to check the code. I'll keep in mind while working on "selective disable despawn"
From a user on the LABS page:
Bit later:
Seems plausible, but I don't know enough about Parking AI to say for sure.