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Auz Road Sets

Posted: 18 Jul 2020 11:46
by GarryG
EDIT AGAIN: A error just been found with my roads. They now fixed and files be low are updates.

These set of roads are based on Andrew350's RattRoads. Much thanks to him, he allowed me to use his source and came to my rescue on many occasions.

Originally I was displaying these over on his Topic, but thought it about time I made my own Topic. Before they was called "AuzRattRoads" and "ISRRoadtypeSetAddon". Both of those are are being replaced by 3 new sets.

When Andrew350 first started to teach me to do the roads it was my intentions for my set to be a add-on to his RattRoads as didn't make sense if I make roads same as he did. My idea was to use his roads, but add fences and guide posts to them for country use. But I got side tracked practicing ideas and Set 2 is basically wrong to how I originally planned. I hope to convert it back to my original idea with all the roads in that set be same as RattRoads but have the fences.

When you use my set, they can be used as stand alone, but work better is you first load RattRoads (this set allows you to have trams), AuzRattRoadsOld, AuzRattRoadsRV and AuzIndustrialRoads in that order.

When you load RattRoads don't forget to go to "Set parameters" to select what parameters you like. "Speed Units", "Road Type", and "Enable Electric Trains", plus a few others.

I have 3 sets at the moment. (Updated 19th July 2020)

Set 1: Is dirt, sand and Cobble Stone roads normally used prior to introduction of the Motor Vehicle.
(425.56 KiB) Downloaded 32 times
Set 2: Is bitumen/asphalt roads. (Trams do not work on this roads please load RattRoads as well if you want trams.
(1.69 MiB) Downloaded 27 times
Set 3: Has a Boulvard (In 2 sections left and right lanes with island down the middle), single sided roads and Industrial Roads.
(591.82 KiB) Downloaded 30 times
You can use Andrew350s latest RattRoads with these if you want trams. Mine will not conflict with his roads.

Parameters in my set slightly different to RattRoads. I changed the speed settings .. RattRoads has 4 settings .. My set only has 2, Normal is default and No Speed Limits (Pedal to the metal).

Re: Auz Road Sets

Posted: 18 Jul 2020 12:14
by GarryG
The types of roads are:

AuzRattRoadsOld.png (19.35 KiB) Viewed 1251 times
AuzrattRoadsRV: (EDIT: Will be making some changes to this set as soon as I can (hope today) .. most of the roads without fences will be removed as they are same as those in RattRoads .. also will arrange so have a choice of USA roads or Euro Roads)
AuzRattRoadsRV.png (23.62 KiB) Viewed 1251 times
AuzIndustryRoads.png (80.64 KiB) Viewed 1251 times

Re: Auz Road Sets

Posted: 18 Jul 2020 17:40
by 2TallTyler
Your boulevard and single-sided roads are visionary. I look forward to trying them in a game.

For now, though, they don't appear to be compatible with other roads. No vehicles are available in their depots and I can't connect them to other roads to allow vehicles to access them.

Re: Auz Road Sets

Posted: 18 Jul 2020 23:47
by GarryG
2TallTyler wrote:
18 Jul 2020 17:40
Your boulevard and single-sided roads are visionary. I look forward to trying them in a game.

For now, though, they don't appear to be compatible with other roads. No vehicles are available in their depots and I can't connect them to other roads to allow vehicles to access them.
Strange as they work ok when I tested them but I also had the other sets loaded .. so I just tried them on their own and they do have a problem. See if I can fix them today.

Thanks for letting me know.

Re: Auz Road Sets

Posted: 27 Jul 2020 04:28
by GarryG
I added another Cobble Stone road to the AuzRattRoadsOld set. It a experiment and isn't really designed for RVs, more towards horses and pedestrians .. as the slops have steps instead of the ramp.

If like to try and see if you think it be used in early games?

Here the game file and the source files to that set.

Re: Auz Road Sets

Posted: 29 Jul 2020 05:00
by GarryG

Progress is slow but starting to win.

Finally worked out how to add trams to some of my roads. Much thanks to Andrew350 and his RattRoads.

If all goes well hope to have something ready by end of the week.

EDIT: Forgot to add this image so you can see where I up to.
Roads with Trams_01.png
Roads with Trams_01.png (140.14 KiB) Viewed 795 times
It be a new set called AuzRattRoadsPt2 (at least that what it is called at the moment). Roads on outskirts of town and in country have fences.

Bit of tweaking to do before I upload the game file.


Re: Auz Road Sets

Posted: 30 Jul 2020 07:14
by GarryG

I'm looking at idea for 4 NewGRF files. Main reason for this is there so many roads and you might not be interested in using them all with all the other road sets available.

I have also coded them so can be used with Andrew350s RattRoads.

These will replace all previous road sets I done.

Auz Ratt Roads Part 1:

Are all old style roads pre-1900s .. natural terrain roads such as dirt, sand, cobble stones, roads like that .. there be no bitumen (asphalt) or concrete roads. All roads are snow aware.


Auz Ratt Roads 2:

These road are after 1900s. I included 1 dirt road, a cobble stone road and 4 bitumen (asphalt) roads. All roads except the Cobble Stone have fences when built outskirts of a city and town and in the country. I like to add a fence to the cobble stone road as well, but undecided what type .. tossing up between a hedge fence or a stone fence.

Like to also try making a concrete highway to go with this set.

All roads are snow aware.


Auz Ratt Roads 3:

This set has boulevard roads, some single lane roads and roads normally found to access Industries. (These are not snow aware ..yet)


Auz Ratt Roads Objects:

The previous road sets did contain some objects. The new Auz Ratt Roads sets do not have objects, they now have their own NewGRF file. This way you can use them with other roads sets if you prefer instead of the roads I built.

In this set you will find a object service station, some fake roads, fake lanes to make some roads wider, road signs, fences and power poles to go along side of the roads, and some culverts. These all have been designed to work with the Auz Ratt Roads sets, but should also work with other road sets.

Hope to upload them in a day or 2.


Re: Auz Road Sets

Posted: 31 Jul 2020 07:32
by GarryG
Done 3 road sets .. will probably add a bit to them later.

Auz Ratt Roads Part 1.

Has 7 roads so far. (From left to right in image)
Dirt Road, Farm Track, Dirt Track, Sand Tracks, Cobble Stone, Wide Cobble Stone and last one cobble stone with stair slopes as it experiment. Looking at adding a fence to last one but not sure what type yet. Before 1900s probably been either a hedge or a stone fence. Any suggestions?

Like to add a few different colour dirt roads to this set when get chance.
AuzRattRoadsPt1.png (18.68 KiB) Viewed 690 times
Here the game file for testing.
(419.58 KiB) Downloaded 17 times

Re: Auz Road Sets

Posted: 31 Jul 2020 07:35
by GarryG
Auz Ratt Roads Part 2.

This set has 6 roads.

Left to right in image.
Basic Bitumen Road, Improved Bitumen Road, Modern Bitumen Road, Modern Concrete Road, Highway, Highway Concrete.
AuzRattRoadsPart2.png (63.69 KiB) Viewed 687 times
Like to add at least 1 more road an old style concrete road.

All these roads all trams and snow aware.
(607.93 KiB) Downloaded 26 times

Re: Auz Road Sets

Posted: 31 Jul 2020 07:39
by GarryG
Auz ratt Roads Part 3.

This set has these roads .. (left to right).
Boulevards, single lane roads, road normally found in railway yards, road normally found around mines, and 4 different industry roads.
AuzRattRoadsPt3.png (77.92 KiB) Viewed 682 times
Not sure if I will add any more to these. They are not snow aware .. yet.
(480.27 KiB) Downloaded 28 times

Re: Auz Road Sets

Posted: 31 Jul 2020 07:41
by GarryG
My original road sets also had object sets included. But thought they be better if they was in their own file.

So here Auz Ratt Roads Objects.

It has a variety of fake roads, road signs, sound proof fence, fences and power poles that go close to the roads, and some culverts. Also a service station (petrol station).

Re: Auz Road Sets

Posted: 31 Jul 2020 10:02
by GarryG
Hi all,

The Ratt Roads I made I used the source from Andrew350's RattRoads, but was not sure of the Electric Roads for trolley buses he did .. silly me I should have read what in his topic and read me files that came with his source. :roll:

Any way I did not install them to my road sets .. now wondering should I install them or are you all happy for those who want to use trolley buses to include his RattRoads. I coded by roads to work with RattRoads so al 4 can be used together.

Re: Auz Road Sets

Posted: 01 Aug 2020 04:21
by GarryG
Decided to add the Electrified Roads to the AuzRattRoad sets.

Default loading of the NewGRF the "electrified roads" are disabled .. if you wish to use Trolley Buses and Trucks in you game on these roads you need to go to Set Parameters to Enable them.

Only done Parts 1 and 2 so far.
AuzRattRoadsPt1and2.png (91.31 KiB) Viewed 577 times
Top row is from Part 1. If you start a game before 1900s these Electric Roads become available in 1882. Done the Dirt Road and the Cobble Stone Roads.

Bottom Row is from Part 2 and can be used on Basic Bitumen, Improved Bitumen, Modern Bitumen and the Modern Concrete roads.

To make room in Part 3 for some Electrified Industrial Roads I had to move the Boulevard Roads to Part 2. (These are not Electrified nor are the Highways).

Little bit of graphics work to do to Parts 1 and 2 before they ready to upload.

In Part 3 like to Electrify the Industrial and ISR Roads so Trolley truck can enter the industries.

Not sure if these will be done today .. but I will try.


Re: Auz Road Sets

Posted: 01 Aug 2020 13:18
by GarryG
All 3 road sets have some roads that also have the electric roads.

As mentioned above Disable of the electric roads is the default. If you wish to use Trolley Buses and Trucks in you game on these roads you need to go to Set Parameters to Enable them.

Auz Ratt Roads Part 1:

The Cobble Stone road that had the stairs (which was a test road) I altered it and now it has stone fences to give it a old medieval look. In the AuzRattRoadsObjects (which I will upload the update shortly) has object fences to match.

A new road I added, (not sure if I should add the electric roads to it) I called the Clickity Clack Road. Brings back memories when I was a young fella. A road on the north coast near Grafton in New South Wales, Australia had a old concrete road and when the car tires went over the joins between the concrete slabs, we would hear a clickity clack noise. Hope you don't mind I called it that name.

There are also some roads with the Electric Roads as in Image.
AuzRattRoadsPt1 2.png
(66.41 KiB) Not downloaded yet
NewGRF File:
(508.79 KiB) Downloaded 13 times
Source File:
(3.13 MiB) Downloaded 9 times
Parts 2 & 3 and the objects be up loaded in a few minutes

Re: Auz Road Sets

Posted: 01 Aug 2020 13:21
by GarryG
Auz Ratt Roads Part 2.

Images of these roads can be found a few posts above.

NewGRF file:
(734.3 KiB) Downloaded 13 times
Source Files:
(1.94 MiB) Downloaded 8 times

Re: Auz Road Sets

Posted: 01 Aug 2020 13:25
by GarryG
Auz Ratt Roads 3:

The 4 Industry Roads have Electric Roads. The 3rd or 4th in Image are almost the same, so looking at changing one of them later next week.
AuzRattRoadsPt3 2.png
AuzRattRoadsPt3 2.png (43.66 KiB) Viewed 534 times
All Industry Roads and the 2 single sided roads are now snow aware.

NewGRF File:
(428.39 KiB) Downloaded 12 times
Source Files:
(1.18 MiB) Downloaded 9 times

Re: Auz Road Sets

Posted: 01 Aug 2020 13:37
by GarryG
Auz Ratt Roads Objects.

I added some stone fences to this set to go with the Cobble Stone Roads .. to give it a old medieval type look.
Stone Fences 01.png
Stone Fences 01.png (72.91 KiB) Viewed 506 times
You will find a set of Cobble Stone Roads in Auz Ratt Roads Part1. One also included fences and if that one is used in a town/city in center the roads are wide.

Game File:
(1.37 MiB) Downloaded 24 times
Source file:
(1.66 MiB) Downloaded 12 times

Re: Auz Road Sets

Posted: 03 Aug 2020 14:50
by GarryG
Been experimenting with Andrew350's Conveyor Belts seeing if could make something a bit real like and came up with this idea.

These conveyor belts same design to those in my AuzFreightStations set. Just that these are a few pixels wider.

This view suppose to be carting coal. Can see the greyish empty trays and when full show some heaped coal.
Conveyor Belts 3.png
Conveyor Belts 3.png (35.35 KiB) Viewed 372 times
This one show some corners and junctions. Haven't got the coal corning properly yet. When I get that right I can concentrate on how to cart coal and other minerals.
Conveyor Belts 4.png
Conveyor Belts 4.png (56.99 KiB) Viewed 372 times
Maybe the conveyor belts instead of the dark coal colour I should lighten them a bit to show they are empty and nothing is travelling on them. This will make the empty coal trays a bit harder to see which I like to achieve. all you will see with the empty tray is a few pieces of black coal. The coal trays not need to look as full and will see the black moving along the belts.

The roller wheels on corners and junctions I think I need something else there as well. Only done the slopes in a South-west to North-east direction so far as it is late here and past my bed time. Finish these tomorrow.

Would you like to try so can give me an opinion. I only done the slow belt and changed the graphics to the wooden (basic) crates. Anyone have any idea how fast conveyor belts travel in real? I seen some in real and they appear to travel almost as fast as a person running. This belt is set to 20 mph.

Re: Auz Road Sets

Posted: 04 Aug 2020 06:10
by GarryG
Update to Conveyor Belts.
Conveyor Belts 5.png
Conveyor Belts 5.png (78.52 KiB) Viewed 238 times
* Changed the colour of the belt.
* Placed grey stone and spilt coal at base.
* Improved the graphics to curves and slopes.
* I have not tested with bridges yet.
* Changed the cargo movers . The empty cargo mover you can just see 3 them on far conveyor belt. When full with coal they turn blackish. 2 of these can be seen on the closest conveyor belt. Made them flat to match the belt.
* 2 conveyor belts available .. one available in 1892 as that date first invented and has a speed of 10 mph. The second belt comes available in 1950 with speed of 20 mph.

Yet to do:
* Make several cargo movers for coal, ore and some other minerals. If you can think of another use for these let me know.
*Make some object pieces to cover over the curve and junctions to give them a different look.

You can try what I done to date. .. Probably could use them properly in a game if like. Just 1 cargo mover taht fits these conveyor belts available at moment.

Re: Auz Road Sets

Posted: 05 Aug 2020 01:40
by GarryG
Having problems with the conveyor belts .. made 5 cargo movers for Coal, Iron Ore, Sand, Grey matter and Grains.

But when tested all 5 cargos showing the same including cargos I did not have in my cargo list. So I removed all other GRF files and tested the belts on their own and only 3 cargo movers were available.

So I have something wrong somewhere in the codes.

So I removed 4 of the movers and see if I can only carry coal and coke on the remaining one, but still cargo problems.

With other GRF files loaded I get this info for cargos available.
Conveyor Belts 6.png
Conveyor Belts 6.png (12.89 KiB) Viewed 133 times
When I remove all the other GRFs I get this result.
Conveyor Belts 7.png
Conveyor Belts 7.png (13.78 KiB) Viewed 133 times
So curious what I coded wrong?

Code: Select all

        	refittable_cargo_classes: bitmask(CC_BULK);
        	non_refittable_cargo_classes: 	 0;
        	cargo_allow_refit: [COAL, COKE];
        	cargo_disallow_refit: [];
I've tried different inputs with those lines and still get similar result.

If any one like to check my coding see if they can see the mistake be appreciated.

Source files attached.

Thank you heaps