
[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)
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 

- wicket-303
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
You did a great job!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
Thank you so much for adding the electrified dual gauge that I requested !!!
I'm looking forward to it in the future.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
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.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![]()
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
So glad you liked my set. Please!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.
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 unlikelyMaybe 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!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Those three slots are already taken up by the modular bridges set, but okay.ufiby wrote: 13 Mar 2021 07:27Thanks!. 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 unlikelyMaybe 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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Released minor updates!
U&RATT v0.5
Thanks to the release of master 20210311, the catenary were redesigned. 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). 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: To use with U&RaTT v0. 5, you need to download master-20210311 and the latest version
U&RATT v0.5
- Change: Catenary redesigned and improved sprites
- Add: Added a custom tunnel
Thanks to the release of master 20210311, the catenary were redesigned. 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). 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: To use with U&RaTT v0. 5, you need to download master-20210311 and the latest version
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Your tunnel portal looks really good.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).

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)
noThey are still not roadtype and tramtype specific are they?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
I spotted a bug with the truss steel bridge


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.


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.
Check out some of the stuff I work on
Auztrains Project Generic Trains Ragin's Random Sprite Collection Great Societies Metro Pack
Auztrains Project Generic Trains Ragin's Random Sprite Collection Great Societies Metro Pack
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
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. 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.
- Maddog45353
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Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Can you use U&ReRMM and U&ReRMM 2 together as it's a continuation or are they separate?
LoneBlackWolf
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
They're separate. Think of it like the original and the surprisingly improved sequel.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?
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
They should be separated.Can you use U&ReRMM and U&ReRMM 2 together as it's a continuation or are they separate?

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. I think 2 or 3 is best

Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
yeah, 3
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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]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
What about making the bridge in company color?
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
1 and 2 are a little dark
4 is a little bright
3 is just right
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)
Any, except 4 (bright and washed out).
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Well, if no CC is possible, I like 2.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (09.03.2021)
Any thoughts about adding a 4th rail variant, for use with London Underground stock?
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