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I don't want to spend literally 4x more doing that work around though. Because not only does a T junction cost more, deleting that extra bit is even more money spent removing it too.
The cost is chickenfeed in the context of the game. A fundamental tip for playing TF is that the bulldozer is your best friend and when laying out roads, rails, stations etc the basic rule is buy cheap, buy twice. If you are not using your bulldozer enough you are costing yourself a lot of profits in the long run and storing up problems for the future. Just sayin'.
As to your right angle road problem, another basic rule of thumb in TF is what you are trying to do doesn't work thee way you like in one direction it probably will if you do it from the opposite direction.
yea, that's great and all... a straight line tool would be nice, and you wouldn't have to make silly excuses like this is all I'm saying.
I appreciate that it is irritating when the game refuses to do what you want it to do sometimes, we all get that occasionally, but the game is not being stupid about it. What it's actually saying is that putting a right angle on a road doesn't make sense - a curve would obviously be better. It always strives by default for both roads and tracks to be as flat as possible and as straight (or minimum radius curve) as possible and to shorten the distance between start and end point optimally (complex distance vs speed calculation). In terms of building a profitable network this behaviour is your friend, not your foe.
The reason it does this is because payment is based on as the crow flies distance travelled, not over ground distance, and whereas the game engine can easily calculate this on the fly it would be very difficult for the player to optimise this accurately by eye, or even nearly optimise it, in many situations.
But your situation if you bring your right angle join in to the side of the road, not the end, it immediately understands what you are actually building a junction, not building a point-to-point road, and so builds it perfectly straight for you.
Yes, I get the reasoning.. But the game shouldn't be telling me what "makes sense" in a sandbox game. It doesn't know what my future plans are, or how I am trying to force a city to grow.
A straight line tool would fix the problem.
It would also fix having to dink around and waste time to create a proper box paired next to the other 2-3 streets to help keep it uniformed.
IT would also help the time wasted, and rather annoying situations where it insists on keeping that curve, even when you absolutely don't want it for whatever reason.
I know you can cheat it by extending the road, putting the intersection into it the middle of the road, then deleting that extra road to make a right corner, but honestly...
Just a straight line tool would fix that problem as well...
Again, I wouldn't have to do hacky work arounds, or make excuses.. It would just work..
No, it doesn't, and that's why we get this kind of irritation sometimes. But you can learn to tell it what they are. In your case if you extend the first piece of road a little further on and bring the join in from the side just back from the end it will understand what you are trying to do. And it will also let you trim the stub off too if you want.
You are just asking for a tool to build something which is completely useless withhin the ruleset of the game.
The game hates 90° turns because vehicle have do drastically slow down to pass through them. In a sense of efficiency, you should prevent them at all costs.
So, why should something like that be included?
Along with a live measurement tool say in M or FT or what you have set in your options.
Cities Skylines road tool springs to mind ;)....
Track laying is perfectly fine, it actually snaps straight. Holding shift allows finer movement.
its the minor details for road building and management. So much time/money is wasted trying to make it not only look right but efficient also..
Hover over the node and pull out in a cardinal point. If it curves slide back to the node and swing out to the right or left just a little and you will see a snap angle. That one is straight. Once you get used to it you'll see that you can have 7 straight snap directions from one node with additional curves from each direction.
I used to regularly see players complain about what the road tool was doing but in fact it was their quick click and drag that caused it. Gently does it. Once snapped pull out a little and lay it then continue from there.
You could get all 8 connected in TpF but I cannot get past 6 in TpF2 (narrow angle error)