Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

"Road lit" quest for streets in forests, really? :) #427

Closed
Natenom opened this issue Jul 29, 2017 · 17 comments
Closed

"Road lit" quest for streets in forests, really? :) #427

Natenom opened this issue Jul 29, 2017 · 17 comments
Labels

Comments

@Natenom
Copy link

Natenom commented Jul 29, 2017

Sorry for posting again regarding a feature that was just merged. But there are now many, many of those quests in the forests where I live. There are many forests here.

May I solve them all now and get several hundreds stars or should I wait for a fix?

@westnordost
Copy link
Member

Hmm,... @krzyk what do you say? That can definitely not stay like this, but how to filter?

Perhaps only include ways with surface= something paved? Or highway=path which do have one of these designated-tags set?

@ALL: Is there any tag that is usually set on footways in a city but not in forests etc.?

@krzyk
Copy link
Contributor

krzyk commented Jul 29, 2017

@Natenom Could you show us an example of such way?

@HolgerJeromin
Copy link
Contributor

There are lit footways and vehicle roads in forests.
It is exactly interesting finding them.
A friend of me was very sad that no one tagged lit in his forest, as he searched for lit running training areas.

@HolgerJeromin
Copy link
Contributor

HolgerJeromin commented Jul 29, 2017

ok, unpaved (see list in wiki) footway/path are probably unlit.
Ref #133

@Natenom
Copy link
Author

Natenom commented Jul 29, 2017

I drive a lot through forests and I can't remember any lit street within a radius of ~20km at least in my area.

Here is a screenshot. All of this green area is a forst.

https://files.natenom.com/nidx/nobackup/sharing/2cd47d53fe794cfe24071a279a58cedec849e5a64d9da1776f7bc165a0d4bf68.png

@westnordost
Copy link
Member

The best solution would be of course to detect if the quest is in town or not. In town (i.e. parks) may be lit, out of town, pretty much never. But for this app, this is pretty much not detectable, it must be detected by tell-tale tags on the way.

@HolgerJeromin Of course if then one of hundreds of ways is lit, the information value of tagging that one way with lit=yes is big, as it is unexpected, but this is not how quests in StreetComplete should work. If a quest is to be answered 99% of the time with the same answer, it is not good design.

Lit ways in parks (in cities) are often unpaved, so I'd use the "unpaved" tell-tale tag only if no other could be found.
Digging through the https://wiki.openstreetmap.org/wiki/Path_examples page, I'd suggest the following:

highway ~ cycleway|footway or highway = path and (foot = designated or bicycle = designated)

@krzyk
Copy link
Contributor

krzyk commented Jul 29, 2017

@westnordost but from what @Natenom wrote, the problem is for streets (highway=primary|secondary|tertiary|residential|service etc.) not for footways/cycleways/paths.

@Natenom
Copy link
Author

Natenom commented Jul 29, 2017

BTW, this is the area: http://www.openstreetmap.org/#map=16/48.8715/8.6986

@krzyk
Copy link
Contributor

krzyk commented Jul 29, 2017

Oh, so it is mostly for paths in forests.

@westnordost
Copy link
Member

westnordost commented Jul 29, 2017

@krzyk I understood it is for paths mainly. For streets, I don't know. Haven't been out of town at night recently but it seems reasonable that these are usually not lit.
I suggest to add for streets:
highway ~ all_those_streets and sidewalk and sidewalk != no
(as lit is mostly interesting for pedestrians anyway. There is an issue for a quest to add sidewalks here somewhere already)

@krzyk
Copy link
Contributor

krzyk commented Jul 29, 2017

for streets it might be too much, sidewalks are frequently mapped as a separate ways. So maybe in the beginning let's limit it for path, as the area from the @Natenom has mostly those (I see only one quest for street, all others are for paths)

krzyk pushed a commit to krzyk/StreetComplete that referenced this issue Jul 30, 2017
@krzyk
Copy link
Contributor

krzyk commented Jul 30, 2017

Created #428 PR with the change for paths, maybe it will be enough?

westnordost added a commit that referenced this issue Jul 30, 2017
#427 limit WayLit quest for paths
@westnordost
Copy link
Member

I think not. We need to think about countries out of Europe as well. If there is a sidewalk, it is a tell-tale tag to detect that a street reached a certain development state. I am adding a sidewalk-check as well

@westnordost
Copy link
Member

@westnordost
Copy link
Member

That roads where the sidewalk is mapped separately are now excluded as well is unfortunate, but reducing the number of false positives is more important than being "complete" - StreetComplete is not a QA tool that should show all places where it may make sense to add the info.

@westnordost
Copy link
Member

Actually, there is an undocumented but frequently used (16k usages) tag sidwalk=separate, the app could at least respect this tag. Thats 16k more quests which are not false-positives 👍

@krzyk
Copy link
Contributor

krzyk commented Jul 30, 2017

@westnordost maybe we could use around to check for near footway/cycleway? Something like this in overpass:

way["highway"~"footway|cycleway"]({{bbox}});
way(around:10)["highway"~"primary|secondary|tertiary|unclassified|residential|living_street|service|pedestrian"]({{bbox}});
(._;>;);
out;

EDIT: Created #431 to discuss it (and another idea with around).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

4 participants