Thank you, the amphibious vehicles are swimming nicely now!the attached prerelease of AATV should work now with your canals
Yes, I have been fiddeling with this a bit before (and that way I could get the ships on my canals, before you added my roadtypes to your GRF), but I wasn't able to get the amphibious vehicles to swim.Generally speaking, the roadtype that is used by the vehicles has to have support (powered roadtype list) for the roadtype of the actual type of road. In other words, if you want ROAD vehicles to support your road, you have to code an empty ROAD roadtype, that has support for your road. In case of WWAY*, you'd want to create an empty roadtype WWAY and insert the roadtype labels of your roadset under "powered_roadtype_list".
They didnt recognize that they were on water so to say.
As you said earlier, you use a switch to check for the roadtype.
For future releases (or if I make some more watery roads), how do I get my hypothetical new roads to be recognized by that switch?
Is there a special label for that?
Have you only counted all the roadtypes that you actually see in the build-menu?
Because there could be "hidden" roadtypes (like for example the empty ROAD roadtype mentioned above) and they may also count towards the 64.
(not sure about that though)
EDIT:
AFAIK, I believe that RATTROADS has at least one roadtype that can only be used by towns and not by users and is therefor not in the build-menu.