Sorry about that, that's what I get for trying to add silly features I've updated the first post with a more thorough list of all the current roadtypes and which labels they use (including the "hidden" ones). Hopefully it's a little more clear and helpful now, but if you have any questions just askKruemelchen wrote: ↑12 Jan 2021 20:10 That's good to know! Somehow I completely missed that
I'm gonny fix this in my sets, too.
[NRT] RattRoads - 1.2.1 released 05-20-23!
Moderator: Graphics Moderators
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
I may be a bit late with this, but I may have a proposal regarding construction alongside roads..
in my opinion the ideal solution is having separate roadtypes.
Another thing, perhaps where road has both urban (with houses) and country (without) variants the country variant could allow for higher speeds. Proposed speeds below in km/h, maybe changeable via parameter?
Dirt road - country and urban - 50-60 / 40, country could represent a macadam road?
Sett pavement - should stay urban only, 50
Basic asphalt - country and urban, 70-80 / 65
Improved asphalt - country and urban, 100-120 / 90
Modern asphalt - urban only, its country niche is already filled by highway
in my opinion the ideal solution is having separate roadtypes.
Another thing, perhaps where road has both urban (with houses) and country (without) variants the country variant could allow for higher speeds. Proposed speeds below in km/h, maybe changeable via parameter?
Dirt road - country and urban - 50-60 / 40, country could represent a macadam road?
Sett pavement - should stay urban only, 50
Basic asphalt - country and urban, 70-80 / 65
Improved asphalt - country and urban, 100-120 / 90
Modern asphalt - urban only, its country niche is already filled by highway
My visits on the forums are sporadic only, so PMs may go unanswered for a long time. If you wish to report a bug etc., the best option is via DM or ping on r/Openttd Discord
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Hi, I've been enjoying your mod! I do have one question - I like to play from the early 1900s or the mid 1800s, and towns don't ever seem to replace the roads, leading them to become this ugly mismash of dirt, sett, and plain asphalt.
I don't really know anything about the details of how modding works, so for all I know this is impossible - is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
I don't really know anything about the details of how modding works, so for all I know this is impossible - is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Unfortunately no, they can only build new roads of a different type, not change existing ones. If you want them to look consistent you have to upgrade them yourself either by converting them directly or using the 'fund road reconstruction' option in the town window.Crocuta Crocutie wrote: ↑28 Mar 2021 17:38 is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Ah, okay! Fair enough. I didn't think road reconstruction did anything, but maybe I just didn't notice - it only upgrades the randomly affected tiles, right?Andrew350 wrote: ↑29 Mar 2021 10:08Unfortunately no, they can only build new roads of a different type, not change existing ones. If you want them to look consistent you have to upgrade them yourself either by converting them directly or using the 'fund road reconstruction' option in the town window.Crocuta Crocutie wrote: ↑28 Mar 2021 17:38 is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Correct. If you do it enough times it may eventually replace all road tiles, but it's definitely the worse option compared to just converting everything at onceCrocuta Crocutie wrote: ↑30 Mar 2021 02:33 Ah, okay! Fair enough. I didn't think road reconstruction did anything, but maybe I just didn't notice - it only upgrades the randomly affected tiles, right?
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Hi, there seems to be an issue with the electrified Basic asphalt Road set, which doesn't support non-electric vehicles.
Just letting you know.
Just letting you know.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
LOL It takes 14 months for someone to notice that it's completely broken. Goes to show how many people use this, eh? (I never use electrified RVs; I guess not many others do either?)
In all seriousness though, thank you for letting me know I will make a note to fix it for the next release.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
oh
I used your road set too, but have to admit ... I use only non-electrified roads.
And unfortunatelly there is only one set with trolleybuses. (but very perfect )
I used your road set too, but have to admit ... I use only non-electrified roads.
And unfortunatelly there is only one set with trolleybuses. (but very perfect )
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
The problem will rather be the lack of trolleybuses
I am one of the few who use electrified roads, but I have not noticed this mistake yet.
I am one of the few who use electrified roads, but I have not noticed this mistake yet.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Got to say, fantastic set of roads though!
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
hi! I love this set, is one of the best for us that play in km/h to have sensible limits, I just here to ask, would it be possible to have some road tagged [ROAD] for legacy AIs to use?
[preemptive "ai sucks anyway": I use them to playtest my scenario before playing multiplayer, to check that the map is balanced and links make sense]
[preemptive "ai sucks anyway": I use them to playtest my scenario before playing multiplayer, to check that the map is balanced and links make sense]
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Hi LoSboccacc, sorry for the late reply, I didn't seem to get notifications while I was away. The answer is: maybe Perhaps there could be a parameter to switch off the special "old town" road (which currently uses the ROAD label) and simply use a normal buildable roadtype instead, or perhaps if no one likes that special early roadtype I could just remove it altogether since it does seem to cause issues with AIs. If you have any opinion on that let me know and I'll consider it when I start work on the next updateLoSboccacc wrote: ↑22 Aug 2021 07:39 hi! I love this set, is one of the best for us that play in km/h to have sensible limits, I just here to ask, would it be possible to have some road tagged [ROAD] for legacy AIs to use?
[preemptive "ai sucks anyway": I use them to playtest my scenario before playing multiplayer, to check that the map is balanced and links make sense]
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
In PolRoad set I made cobblestone road defined as ROAD (while dirt road is not default second on the list). Trade off is lack of fancy outer dirt/sett city roads, but at least some AI can build and use roads.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Electric tramway is available by 1725 when pair with EGVRTS.
I am Limyx826.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Would it be possible to add roads with a yellow stripe along one shoulder and a white stripe along the other akin to North American freeways?
I think it may need to be made as two road types though.
I think it may need to be made as two road types though.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Yes, tramways are always available, even without any vehicle set.
Unfortunately, as you point out doing this properly would require two different roadtypes (which clutters the roadtypes menu), so I opted instead to do this as a set of overlapping objects to achieve the same effect similar to the dutch road furniture set. Haven't made much progress on that since the last preview though I'm afraid...RoyalExamination9410 wrote: ↑27 Jan 2022 01:32 Would it be possible to add roads with a yellow stripe along one shoulder and a white stripe along the other akin to North American freeways?
I think it may need to be made as two road types though.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Something that you may also find interesting...
I have been thinking about using tramtypes to add extra eyecandy to roads.
So, just extra graphics, as an extra layer so to say.
Maybe something for you to think about too...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Hmm, possibly, that would make the coding part a lot easier Though really it's drawing the graphics for each bit that sucks up the most time...
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!
Sounds interesting! I am wondering how this would work, your eyecandy tram tracks as overlays on the roadway?
What ideas do you have, streetlights, road markings, other trees, etc?
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