[NRT] RattRoads - 1.2.1 released 05-20-23!
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Update to the RattRoadAddons.
This set has several new roads that I called Industrial Roads and also 2 dirt tracks, but one of them I intend to remove once it is decided which is the better one.
Normally your industry would look like this just a normal road and the loading bay. But with the depot Extensions which can also be used to cover bus stops and loading bays you could end up something like this. It has the 2 Industrial Roads .. concrete that goes in the sheds and out side the shed is a stone one.
These was based on idea from the ISR sets and the fake roads. At first I made set of ISR roads but replaced them with these Industry roads so can be used anywhere (I hope).
There are/was 2 dirt roads .. 1 in the RattRoads normal set (which is still there and I originally had a dirt road with guide posts, bt like to replace it with one of these dirt tracks. This way you if you start the game before motor vehicles you will have the Dirt Road for in towns and these dirt tracks for out of towns and entry to farms and some Industries.
Which Track do you think looks best? One on the right or one on the left.
I'll put the game file in next post in a few moments so you can try what been done so far.
This set has several new roads that I called Industrial Roads and also 2 dirt tracks, but one of them I intend to remove once it is decided which is the better one.
Normally your industry would look like this just a normal road and the loading bay. But with the depot Extensions which can also be used to cover bus stops and loading bays you could end up something like this. It has the 2 Industrial Roads .. concrete that goes in the sheds and out side the shed is a stone one.
These was based on idea from the ISR sets and the fake roads. At first I made set of ISR roads but replaced them with these Industry roads so can be used anywhere (I hope).
There are/was 2 dirt roads .. 1 in the RattRoads normal set (which is still there and I originally had a dirt road with guide posts, bt like to replace it with one of these dirt tracks. This way you if you start the game before motor vehicles you will have the Dirt Road for in towns and these dirt tracks for out of towns and entry to farms and some Industries.
Which Track do you think looks best? One on the right or one on the left.
I'll put the game file in next post in a few moments so you can try what been done so far.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Here the latest game file called RattRoadsAll.
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- RattRoadsAll.grf
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Ooops, sorry, you're right.Andrew350 wrote: 13 Dec 2019 22:41Really? In my game "Hard" settings give a speed of 15 mph/24 kmh for the first two roads. Are you sure you set it to Hard? Also I don't think speeds are supposed to change between US/UK styles, so if they do that may be an issue as well.MagicBuzz wrote: 12 Dec 2019 14:04 Second, ATM the "hard" speed limits for European style roads if surprising : both first are 40 km/h (way too fast !) and the third is 60 km/h. I think 15 / 30 / 50 should be preferable.![]()
Isn't possible to change those two speed limits to be differents ?
And may be also the introduction date to fit some common GRF that provide early vehicules (by exemple eGRVTS).
PS : And about speeds in km/h, in the past, there were a few limits ending by 5, but now they are almost always multiple of 10.
https://en.wikipedia.org/wiki/Speed_limits_by_country
And most countries that still use "5" ending speeds are old english colonies, and kepts original speed limits while leaving imperial system.
Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Be a while before I do any more to this project due to Earthquakes where I am. I in Philippines and 200 km south of me was a 6.8 earthquake on Sunday and been hundreds of aftershocks 4.6 and larger since the main one. Been feeling some of them where I am staying and it often causes power brown outs. I lost some work because of the brown outs so I best to leave project alone for a few days.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
You can deactivate Disasters in the settings panel.
Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Shame that not affect things in real. Only been 356 aftershocks in past 48 hours. They long way from here but still feel the larger ones.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Wow... I only felt one very small earthquake in my life (living in France), 356 aftershocks is hard to imagine... About your work, you should consider saving it regularly to a cloud. Nothing more frustrating to lose even 1 day of work 
Good luck anyway...

Good luck anyway...
Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
I try save regular, but power seems to go off between saves and so frustrating spending all that time doing something just to have to do it all again. A few times when the power off quick it damages the file I been working on. So I just play simple games for a few days.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Very nice, is it possible though to show the actual road a bit more? For example slightly darker (because of the use of the road)?GarryG wrote: 14 Dec 2019 12:33 But with the depot Extensions which can also be used to cover bus stops and loading bays you could end up something like this.
With just the centre-lines it looks a bit odd to me.
This just made my top-5 of favourite funny remarks in this forum

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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
You think maybe I should use these ISR Industrial Roads? Players can than expand it using the ISR/DWE sets.Quast65 wrote: 17 Dec 2019 10:20 Very nice, is it possible though to show the actual road a bit more? For example slightly darker (because of the use of the road)? With just the centre-lines it looks a bit odd to me.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
ISR roads in NRT would be interesting. Code them as "ROAD" so that they could be used with any NRT set.GarryG wrote: 17 Dec 2019 10:34 You think maybe I should use these ISR Industrial Roads? Players can than expand it using the ISR/DWE sets.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
If they was coded as ROAD wouldn't they build in all the towns at start of a game?wallyweb wrote: 17 Dec 2019 10:47 ISR roads in NRT would be interesting. Code them as "ROAD" so that they could be used with any NRT set.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Here the roads I been doing with the ISR road. Have a try and see what you all think.
There still 2 Industrial roads .. the ISR and the concrete one. Probably could remove the concrete one and just have the ISR. Whatcha all think of that idea?
Still need to remove one of the dirt tracks, just haven't decided which one it should be yet.
There still 2 Industrial roads .. the ISR and the concrete one. Probably could remove the concrete one and just have the ISR. Whatcha all think of that idea?
Still need to remove one of the dirt tracks, just haven't decided which one it should be yet.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Not if Action 0, Property 10 [roadtype_flags, tramtype_flags] is properly set.
How about using RISR instead while including ROAD in the roadtype_list?
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
See what Andrew360 thinks about it as I don't want my roads to override his if it can be helped.
You got me wanting to do some work to it, but not game as still getting some brown outs. Had one a few minutes ago. Aftershocks now 372. Wonder if that where Jerry Lee Lewis got the inspiration for his song "Whole Lot of Shaking Going On"?
You got me wanting to do some work to it, but not game as still getting some brown outs. Had one a few minutes ago. Aftershocks now 372. Wonder if that where Jerry Lee Lewis got the inspiration for his song "Whole Lot of Shaking Going On"?
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Good that you and your family are safe. Hopefully your home was not damaged. Is your PC a laptop? If yes, run it on the battery while saving/doing your work.GarryG wrote: 17 Dec 2019 11:43 You got me wanting to do some work to it, but not game as still getting some brown outs. Had one a few minutes ago. Aftershocks now 372.
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Thanks for wishing safety of me and family. No damage where I am, but lots where the actual earthquakes been happening. It the 5th major earthquake in that area since October 16.wallyweb wrote: 17 Dec 2019 11:50 Good that you and your family are safe. Hopefully your home was not damaged. Is your PC a laptop? If yes, run it on the battery while saving/doing your work.
I use a desktop computer so power outages affect me.. Rough count been 7 power outages today 4 or 5 this morning with in a few hours, one about 6 hours ago and one not that long ago. If any one has a look at map of Philippines I on the big island at the bottom called Mindanao in Ozamiz City. The earthquakes are further south. Closest was a few weeks ago just 125 km away. The other further south towards Digos City and west of Mt Apo.
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Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
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Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
ISR Roads is something I started a long time ago, and I'm supportive of them in NRT because they go well with lots of stations.
I also hate ISR Roads because they have too much green in them and I sure wish that we had something nicer in 2019.
I also hate ISR Roads because they have too much green in them and I sure wish that we had something nicer in 2019.

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
Guess I will keep these in the setkamnet wrote: 17 Dec 2019 17:10 ISR Roads is something I started a long time ago, and I'm supportive of them in NRT because they go well with lots of stations.

Would you like some weed spray sprayed on the roads to kill some of the grass?kamnet wrote: 17 Dec 2019 17:10 I also hate ISR Roads because they have too much green in them and I sure wish that we had something nicer in 2019.
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Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Videos and Images of Trains: viewtopic.php?t=90763
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Videos and Images of Trains: viewtopic.php?t=90763
Re: [NRT] RattRoads - 0.4.1 released 05-15-19!
I wouldn't worry about the ISR roads. They are station tiles ... not objects. I have the sprites and they can be fixed later.GarryG wrote: 18 Dec 2019 00:07 Guess I will keep these in the setWhat about the other road in ISR? The object ones are a bit narrow so wonder how they would go if they made a bit wider.
On the other hand, Quast65's stuff are indeed objects. You should check with him on how to handle them.
Another thought ... Make your ISR roads as a stand-alone NRT set.
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