SC adds redundant tags to intersection mapped in high detail #3490
apophenic-treehugger
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Is it personal preference or some widespread standard?
In which cases tags would be wrong? |
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On intersections that are mapped in high detail (especially those with traffic lights), SC creates quests that lead to redundant tagging for pedestrian crossings and traffic lights.
Context in which the issue appears
See for example this path and the intersection that it is part of: https://www.openstreetmap.org/changeset/107474301
Current behaviour:
In situations like this, SC falsely creates quests for the crossover node to ask the user for features like traffic lights, tactile paving and kerbs. (which is great, in principle!)
However, SC wrongly adds the new tags to the node where the road and the pedestrian crossing intersect (which would be correct on intersections that are mapped in low detail).
Expected behaviour
In cases where traffic-light regulated intersections are mapped in this detail, no tag at all should go to the node where the road and the pedestrian crossing intersect.
crossing=traffic_signals
andtactile_paving=*
should go on the path.kerb=*
(together withbarrier=kerb
),traffic_signal:button_operated*
,traffic_signals:sound=*
andtraffic_signals:vibration=*
should go on the two nodes at the end of the*=crossing
path.Negative implications of current behaviour
Proposed solution
In principle, the SC quests are highly valuable, because they ask for things that can often not or only with great effort be determined by a desktop mapper: Are the traffic lights button operated? Do they make a sound? Is there tactile paving? What's the height of the kerbs?
However, the tags should be added to the correct nodes/paths. Since the false mapping is done by SC, the behavioural fix should be done on SC's side. In cases where SC has high uncertainty whether it's doing the right thing, it should be conservative and not do anything at all.
I can think of some refinement of SC's algorithm that would help in many situations that I have encountered:
footway=crossing
, acycleway=crossing
or apath=crossing
tag, thencrossing=*
quest for the path, not the node.kerb=*
quests not for the crossing node, but for the nodes at the two ends of the path. Don't forget to add thebarrier=kerb
tag in that case.traffic_signals:vibration=*
traffic_signals:sound=*
andtraffic_signals:button_operated
to these nodes, not to the crossing node.This is just a coarse outline of an improved algorithm. If the SC developers agree to adopt it, I'd be glad to help with refining it.
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