[NRT]Ufiby's Road, Tram, Trolleybus and Rail track

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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

Clearly. I made a bridge set without thinking about doing it with custom bridge heads, but it turned out well. I noticed that the "Erasmus Bridge" looks ugly, you can easily get rid of it yourself, so as not to build a road intersection on the head of the bridge :wink:
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)

Post by wicket-303 »

ufiby wrote: 09 Mar 2021 14:44
  • Feature: Labels for conventional rails are completely redesigned, narrow-gauge rails remain unchanged
  • Add: Rail (Dual power)
  • Add: Normal + Narrow Rail #2
  • Add: Normal + Narrow Rail #2(Electrified)
  • Changes: Normal+ Narrow Rail #1 Redone, will be available earlier if there is RAIL and NAAN
  • Add: New parameters: Speed limit for Normal rail and Narrow Gauge rail
You did a great job!
Thank you so much for adding the electrified dual gauge that I requested !!!
I'm looking forward to it in the future.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

ufiby wrote: 11 Mar 2021 17:55 Clearly. I made a bridge set without thinking about doing it with custom bridge heads, but it turned out well. I noticed that the "Erasmus Bridge" looks ugly, you can easily get rid of it yourself, so as not to build a road intersection on the head of the bridge :wink:
Maybe a parameter to disable the Miracle Bridge? I kind of want to code a bridge using the slot that would be freed up by that at some point in the future.

Also, could you add a parameter to U&ReRMM 2 to disable the dual gauge tracks? I've already got an "omni-gauge track" that supports standard gauge, broad gauge and every type of narrow gauge (with a suitably low top speed for game balance) and loading U&ReRMM 2 wastes two tracktype slots.

Thanks for all your good work!
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

You did a great job!
Thank you so much for adding the electrified dual gauge that I requested !!!
I'm looking forward to it in the future.
So glad you liked my set. Please!
Maybe a parameter to disable the Miracle Bridge? I kind of want to code a bridge using the slot that would be freed up by that at some point in the future.

Also, could you add a parameter to U&ReRMM 2 to disable the dual gauge tracks? I've already got an "omni-gauge track" that supports standard gauge, broad gauge and every type of narrow gauge (with a suitably low top speed for game balance) and loading U&ReRMM 2 wastes two tracktype slots.

Thanks for all your good work!
Thanks!. JRPG packages have free space 3 bridges, so you can use. Adding something and doing something with the use compatibility feature for the sake of other sets is unlikely
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

ufiby wrote: 13 Mar 2021 07:27
Maybe a parameter to disable the Miracle Bridge? I kind of want to code a bridge using the slot that would be freed up by that at some point in the future.

Also, could you add a parameter to U&ReRMM 2 to disable the dual gauge tracks? I've already got an "omni-gauge track" that supports standard gauge, broad gauge and every type of narrow gauge (with a suitably low top speed for game balance) and loading U&ReRMM 2 wastes two tracktype slots.

Thanks for all your good work!
Thanks!. JRPG packages have free space 3 bridges, so you can use. Adding something and doing something with the use compatibility feature for the sake of other sets is unlikely
Those three slots are already taken up by the modular bridges set, but okay.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

Released minor updates!
U&RATT v0.5
  • Change: Catenary redesigned and improved sprites
  • Add: Added a custom tunnel
savegame compatible with previous version of U&RaTT v0.4

Thanks to the release of master 20210311, the catenary were redesigned.
CATENARY.png
CATENARY.png (6.49 KiB) Viewed 5014 times
This replaces the original basic graphics, and so it looks better than a small annoying tunnel. :)
Graphic sprites tunnels supports in climate conditions, also with OpenGFX+Landscape 1.1.2 (you must select the subarctic climate and the Landscape type: alpine).
TUNNEL.png
TUNNEL.png (13.53 KiB) Viewed 5014 times
It is possible to build almost the entire road through a tunnel, but the road paths associated with the full tile (such as ISR roads), this will not work. There is still another way to do this to avoid problems and ugly ones.
For example:
EXAMPLE_TUNNEL.png
EXAMPLE_TUNNEL.png (39.53 KiB) Viewed 5014 times
To use with U&RaTT v0. 5, you need to download master-20210311 and the latest version
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by wallyweb »

ufiby wrote: 13 Mar 2021 20:42 This replaces the original basic graphics, and so it looks better than a small annoying tunnel. :)
Graphic sprites tunnels supports in climate conditions, also with OpenGFX+Landscape 1.1.2 (you must select the subarctic climate and the Landscape type: alpine).
Your tunnel portal looks really good. 8)
Just one nagging question though. They are still not roadtype and tramtype specific are they?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

They are still not roadtype and tramtype specific are they?
no
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Ragin1_ »

I spotted a bug with the truss steel bridge
Image
Image
I spotted it first on my game with newgrfs (above) and then I tested it with only U&bridges, U&RaTT and U&reRRMM 2 with default settings (below) and the same glitch appeared. I did a bit of extra testing and it appears to be every bridge pillar over a tunnel that has an issue.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

Ragin1_ wrote: 25 Mar 2021 11:29
Thank you for the information! I get it. I'm checking out the vanilla game without any sets, there are problems there too. This is not related to NewGRF. I have been closely observing how the tunnel sprites are drawn on top of the (visible) pillar sprites.
Bridge_Tunnel.png
Bridge_Tunnel.png (79.61 KiB) Viewed 4598 times
Or another way to avoid unpleasant ones, like building bridges through tunnels so that the trunks don't get into the tunnel.
You can contact the developers to solve the problem.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Maddog45353 »

Can you use U&ReRMM and U&ReRMM 2 together as it's a continuation or are they separate?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

Maddog45353 wrote: 31 Mar 2021 21:47 Can you use U&ReRMM and U&ReRMM 2 together as it's a continuation or are they separate?
They're separate. Think of it like the original and the surprisingly improved sequel.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by ufiby »

Can you use U&ReRMM and U&ReRMM 2 together as it's a continuation or are they separate?
They should be separated. :)

U&Bridge releases will be released soon. But I was more difficult to choose which bridge is better. I still have time for a week, and maybe sooner.
BRIDGE_1_2.png
BRIDGE_1_2.png (67.57 KiB) Viewed 4344 times
BRIDGE_3_4.png
BRIDGE_3_4.png (70.93 KiB) Viewed 4344 times
I think 2 or 3 is best :D
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by fridaemon »

For me 3 8)
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Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Quast65 »

yeah, 3
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

What about making the bridge in company color?
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by nihues »

1 and 2 are a little dark
4 is a little bright
3 is just right
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by perverted monkey »

Any, except 4 (bright and washed out).
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Gadg8eer »

Well, if no CC is possible, I like 2.
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)

Post by Sacro »

Any thoughts about adding a 4th rail variant, for use with London Underground stock?
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