GarryG wrote: 07 Jan 2020 09:22
These are my gravel roads which have been changed by using terrains from the Sub-Tropic Deserts.
I think they look better. Other gravel looked too clean.
Hi Garry
I don't know if they look better because previous versions both lighter and darker looked equally good.

For me, they certainly look more Australian.

And to be honest, what I miss most about your roads and the rest of your addons is the Australian Landscape addon. I have never been to Australia, but what I associate its landscape with most is the roads and the land with a distinctly orange / red shade, to which the last dirt and gravel roads suit very well. When these roads are used for European scenarios, these lighter or darker roads look much more natural.
Such a question: in what direction do You want your addition to develop? Will it be a part of Ratt Roads or a separate addition? At the moment, I have the impression that you haven't defined it yet. In my opinion you could go both towards creating a set of typical Australian roads, but an equally interesting option would be to develop Ratt Roads and enable it to choose the style of roads, separately for asphalt roads and separately for gravel / dirt roads. Or maybe both options?
Industrial roads
As for industrial roads, I really liked your concrete roads. Current asphalt roads with concrete pavements are also good. What is most missing in their case is ... an ISR station with just such a substrate. It is very lacking and unfortunately without these stations these roads will not make much sense.
I have never been particularly convinced of ISR roads. This grass stings the eyes (squares can sometimes overgrow but not roads), and above all the marking of intersections looks very strange or simply bad. Although Ufiby did not remove grass from his ISR roads, marking the roads and especially the intersections is much better - there are no questions: what do these lines mean? In my opinion, it shouldn't look like this as present.
Fences
I think that apart from highways this is a very niche solution. Perhaps in Australia this is more common, but in Europe and probably the rest of the world fences of ordinary roads and even less gravel are practically not found. Even in Sweden or Norway, which exceptionally care about road safety, fences are used almost exclusively on expressways. Another problem with fences is that in the case of a dual carriageway, the fence is also located between the roadways themselves.
Direction markings
If the direction marking method cannot be made dependent on the type of road, the only sensible way would be vertical signs as in the case of U&Ratt or CS Roads - the stripes painted on gravel look strange.
Road Edges
I am surprised that in the case of gravel roads they are even, while in the case of asphalt (Ratt) they are or appear uneven.
Vehicle Depot
For Improved and Basic Roads they seem to be too high and their interiors should not be bright - these colors blend together and it does not look good, from a distance it is not known what it is. Similarly, this open gates are gray as the ground. Sometimes simpler graphics can show much more. The base road depot is, for a change, too low, which means that many vehicles pass through the wall. All depot have slightly narrow entrances.
Speed limit
It is nice that you have added distinction for metric and imperial speeds. This variant with cosmic velocities (mps) is unnecessary.

Most speeds, however, would require minor adjustments, because instead of e.g. 60 km/h it turned out 59 km/h. For the default settings they are almost good and only the fastest way is too slow. In general, slightly different restrictions are used in most European countries:
50 km/h - city roads (30 or 40 km/h in strict centers)
70 km/h - main roads within cities
90 km/h - intercity roads
110 km/h - express roads
130 km/h - motorways (unlimited - on some motorways in Germany)
In addition, players can only reduce these speeds or turn them off, which is not the best solution, because it does not include sets at all, where there are much faster vehicles. The good thing is that the default type of roads that build cities has a sensible, more urban restriction. Setting "difficulty" should also affect on speed limit for basic road.
By the way, "Difficulty level" doesn't fit well for the speed limit level setting.
Snow and versions for different climates
Andrew350 wrote: 08 Jan 2020 06:20
Drawing the rest of the snowy stuff is the "big" thing left to do now, it just takes a while because it's kind of boring
It can be boring, but the snowy roads look really endearing and are worth it to get a bit bored.

In the case of dirt or gravel roads, this would rather not be too time consuming. For example, some time ago I converted a dark dirt road into a winter and desert version only by changing colors. I don't think you need more. You can, but you don't have to.

- Dirt road on desert and snow.png (35.05 KiB) Viewed 5304 times
File and version naming
These files cannot be distinguished which is newer and which is older. You have to click and check on each of them. Sometimes the latest version is at the bottom, other times at the top and sometimes inside. This can be really annoying...

- File and version naming.png (22.26 KiB) Viewed 5304 times
Which of all version 1 is the latest?