Oh yeah, I know, but it's not my fault that early German cars don't exist
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Wink :wink:](./images/smilies/icon_wink.gif)
However, I also put the German road vehicles set in there.
![Smile :)](./images/smilies/icon_smile.gif)
However, we are neighbors, so surely some of the cars were used at your place as well.
That looks nice
Yes, but then, while looking at OpenStreepMap on how to precisely place the nearby quarry and industries, I discovered that there is in fact an oil field at exactly that location, near the town of Sinstorf. It's actually in operation since the 1960s but the production is very low, only a couple of thousand tons of crude oil per year, so it does not even have a railway connection. Still, I liked the idea to include it as an industry.
No - here you ran across some of the little "goodies" that I have placed on the map
Thank you very much for pointing this out - however, I am still busy re-adjusting the roads than got messed up by the URatt vs. Polroad problem and will not get a chance to look at this for a while.Argus wrote: ↑30 Apr 2023 13:02 1st problem.
The time era is set as the default in URatt.
But this causes when the player allows cities to build roads, they start building what cities don't actually have, asphalt roads with a limit off 72 km![]()
A more appropriate setting is a sequence where cities build roads with a fifty-kilometer city limit. While the appearance is given by the roads of the given time era.
The reconfiguration didn't affect the other roads, I'll see how it goes.
Funny, when I was fixing it, I put the water navigation buoys to opposite sides![]()
I'll leave it at that, they are so small it hurt my eyes.
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Thank you very much for reporting these problems. It seems like recent updates to some of the NewGRFs messed up the compatibility, so I had to "re-pave" the whole road network again. Just forgot in which version of the scenario this occured last.Argus wrote: ↑26 May 2023 10:32 I restarted the game with an older version of the scenario - and found that nothing wants to drive on the roads of Urattu.
It's becoming increasingly clear to me that using two sets of paths at once is a path to hell. I finally fixed it with a different Uratt setup. But why didn't it show up right away?
Perhaps also the effect of recent changes in NRT.
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