[Script] Highlights for Segments & Landmarks - v1.5 Nov 16

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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby Timbones » Thu Jan 24, 2013 8:02 pm

mike0723 wrote:It seems the green for un-connected roads only shows when the segment has City/State filled in. Otherwise, it is gray.

Do you have the 'No City' option enabled? That takes precedence over the 'Unconnected Roads' option.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby mike0723 » Thu Jan 24, 2013 8:16 pm

Yes, I did. So many of the roads in the area had no city names assigned, but when I took off No City and No Name, the green appeared.

Thanks for the info.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby timl2k12 » Fri Jan 25, 2013 12:56 am

This is a long thread and am sorry if it's been covered and I'm only making it longer. I'm finding Highlights does not highlight ALL UTurn nodes. Seems to maybe not highlight Uturns that are only on plain old streets. I occasionally click on an random street and discover it has a Uturn, but the node was not highlighted. Or am I confused and it is something else that highlights UTurn and RC nodes?
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Fri Jan 25, 2013 1:22 am

timl2k12 wrote:This is a long thread and am sorry if it's been covered and I'm only making it longer. I'm finding Highlights does not highlight ALL UTurn nodes. Seems to maybe not highlight Uturns that are only on plain old streets. I occasionally click on an random street and discover it has a Uturn, but the node was not highlighted. Or am I confused and it is something else that highlights UTurn and RC nodes?


You're not confused: it is this script that highlights the selfcons and revcons, but it only does so on higher road types - primary street and above.

I think the discussion is somewhere in this thread, but you're right about it being a long one. :lol: I think the reasoning is that it's only worth fixing them for the more "important" roads. I have seen a couple of requests before to highlight all of them, but I think Timbones (the author) doesn't feel it is necessary.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby timl2k12 » Fri Jan 25, 2013 2:06 am

iainhouse wrote:
You're not confused: it is this script that highlights the selfcons and revcons, but it only does so on higher road types - primary street and above.

I think the discussion is somewhere in this thread, but you're right about it being a long one. :lol: I think the reasoning is that it's only worth fixing them for the more "important" roads. I have seen a couple of requests before to highlight all of them, but I think Timbones (the author) doesn't feel it is necessary.


Thanks. My two cents, it is important for all roads, though especially those near important roads. It was actually a mystery to me what problem a Uturn node causes until I accidentally discovered one on the Live map when I wanted the answer to the question "How will waze reverse a users direction at an SPUI where no uturns are allowed?. Well a picture is worth a thousand words so:
Bad U-turn1.jpg
annotated image
Bad U-turn1.jpg (111.77 KiB) Viewed 390 times

I saw this and sure enough there was a Uturn node at Briarthorn and Midland. I don't understand why the uturn node gives the end result and the irony is on a road like Ehrlich you can make a u-turn at most median crosses, but since it is not split, waze won't give that option, something that will hopefully be addressed in the future.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Fri Jan 25, 2013 2:48 am

Actually, that doesn't look like a u-turn node problem to me. Since you have to be able to get into and out of a dead-end road, this is a route that's theoretically available to Waze. Admittedly it doesn't look very good, but it's technically valid.

In my experience, a selfcon (u-turn node, highlighted red) would cause a slightly different problem. If there was a selfcon at Briarthorn & Midland affecting the routing, I would expect to see the Waze route turn back on itself just where the pin is in your image - without routing into & out of Midland. Maybe the selfcon you saw is a "soft-enabled" turn: Waze could have used it, but preferred the extra short length of Midland and a "hard-enabled" right turn back out again.

I originally experienced this when I first started with Waze. On my daily route to work I reach a T-junction. Waze always wants me to go left to follow some fast highways inhabited by crazy London drivers trying to get to work! I prefer to turn right and take a quieter route. It may add a couple of minutes to my journey but it's shorter & far less stressful. :)

Well when I turned right, Waze would direct me to turn back on myself at the next junction. Then, when I passed that one, it would happen at the next junction and the next, before Waze would eventually "give in" and calculate a new route. When I got into the editor there was nothing visibly wrong with these junctions. But after I rebuilt all 3 by pulling the roads from the junction node then rejoining them, the problem went away. That was before this script highlighted these junctions, but that is the only manual method to remove selfcons.

Incidentally, I think this is how selfcons are created (and they are still being created). When someone gets a route like this they do their u-turn at the junction and go back the way they came - and Waze enables the turn back onto the segment they came from because it someone doing it.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby shawndoc » Fri Jan 25, 2013 3:18 am

iainhouse is correct, what you see there is Waze routing the user to the end of a dead end and then turning them around and back out. Since Waze doesn't officially support U-Turns, that's one of the methods its uses to turn someone around if there's no easy around the block or left followed by a left in the vicinity.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby pjlasl » Tue Jan 29, 2013 5:24 pm

How difficult would it be to add highlighting for ramps? It would be helpful to identify them quickly in areas that contain a lot.

Thanks!
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby Timbones » Tue Jan 29, 2013 5:29 pm

Are ramps not easily discernible by their natural green colour on the map? I don't see why they need to have additional highlighting.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby pjlasl » Tue Jan 29, 2013 5:32 pm

It would be nice if they popped out regardless of their discernable color in places where the background may interfere...It was a simple suggestion.
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