Do you mean IP over Avian Carriers with Quality of Service or as enhancement the same with IPv6?
Tschö, Auge
Moderator: Graphics Moderators
Do you mean IP over Avian Carriers with Quality of Service or as enhancement the same with IPv6?
This also happens with "vanilla" bridges: It is probably caused by the pylons not having their own boundingbox on 1 level high: Cant be fixed, part of the game mechanics.
There is away around it .. by adding a portion of the pylons to the bridge decking.
I found another flaw in one of the bridges in this set. See the screenshot in the attachment .GarryG wrote: ↑11 May 2020 04:44 I've added the pylons to the decking of the bridges .. most of them work good, but just a few not got them completely right yet.
When build a object under some it cuts off a pixel or 2 from some pylons.
It taking me longer then I thought to fix due to family commitments keep me busy.
Also improving some of the graphics .. especially the bridge approaces so that roads don't cover up the guide rails and posts.
The bridge far right in this image across the water, I forgot to add the lifting span which hope to do soon.
Auz Bridges1.png
This bridge is the High Speed bridge .. I changed the pylons so instead of a long pylon full width of the bridge, I changed it to the narrow type. This is so you can have roads under the bridge running parallel with it.
Hoping before the weeks out have them finished.
In mean time you can try and might see some things I missed or maybe improve on.
Thanks for letting us know, but that is deliberate .. the bridge is designed for going over subway stations where we don't need safety rails .
No prob will leave it in .. I've increased the speed to 250 km/h on the High Speed, Stone Arch and Sky Way bridges.
Cheeky towns done hacked the Matrix.
If any problems now it be the objects themselves. I need to go through my objects sets and check the height settings. I did AuzWaterObjects, AuzCreekAndDrainObjects and the AuzLandscapeObjects and I had some water and landscape tiles set at 16 high when should have been 0 or 1.
The buggers they are .. I just forgot towns randomly choose bridges.
Just an FYI, someone has made a patch to fix the pillar issue: https://github.com/OpenTTD/OpenTTD/pull/8149GarryG wrote: ↑17 May 2020 23:09 If any problems now it be the objects themselves. I need to go through my objects sets and check the height settings. I did AuzWaterObjects, AuzCreekAndDrainObjects and the AuzLandscapeObjects and I had some water and landscape tiles set at 16 high when should have been 0 or 1.
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