RoadCraft

RoadCraft

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Pro-Tip: leveling
When the dozer makes a clunking sound its not high enough yet. Keep leveling and dump another layer. You will see the clunking dissipate.
I really want worker level filling but I dont see that happening. You can see the little variation to level from an edge, but if your dozer is clunking, keep fillin'
Hope this helps.
Cheers
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Showing 1-6 of 6 comments
The "clunking" is just the hydraulics on the dozer, adjusting the height of the blade. It's because the ground is uneven. It can be uneven either because there's too little sand, or because you haven't leveled it out enough yet.

So don't pile a huge amount of sand, run the dozer over it once and think "huh, I need more sand" straight away. The dozer cant level out a huge pile in a single pass, but it will "clunk" because of it.
I noticed it's level when it 'feels' like the dozer slows down a bit
Originally posted by JackalTech:
When the dozer makes a clunking sound its not high enough yet. Keep leveling and dump another layer. You will see the clunking dissipate.
I really want worker level filling but I dont see that happening. You can see the little variation to level from an edge, but if your dozer is clunking, keep fillin'
Hope this helps.
Cheers

Making sand roads perfectly flat it kinda pointless, since game does not save enough details.

It kind of averages the level of sand high when you load savefile or viewed level of details changes (you switch to different task far away and go back to building road later).
Devs mentioned in one of their blog post that saving all this data was difficult and takes a lot of disk space, so I guess they had to make some trade offs.

My theory on that is when you work with sand and there is sand flattening animation it is high poly (detail) mesh model, but what is saved is low / lower poly mesh model data.

Therefore even roads with asphalt paved become deformed after loading a save, there is simply not enough data stored to restore it the same way you had it. Think of it as JPG compression, which is lossy and introduce image artifacts.

Therefore making "perfect" roads doesn't really make sense.
Last edited by IndianaJones; May 29 @ 6:38pm
Originally posted by IndianaJones:
Therefore making "perfect" roads doesn't really make sense.

Unless you only own the starting rusty paver, and then it can't be level enough.
Bubba Fett May 29 @ 11:35pm 
Originally posted by JeanDeaux:
Originally posted by IndianaJones:
Therefore making "perfect" roads doesn't really make sense.

Unless you only own the starting rusty paver, and then it can't be level enough.

It seemed a lot better to me since the patch. Managed to drive it from one road site to another nearby one and was able to lay down a nice straight line of asphalt without it hanging up on the edges. The store bought one could probably do intense off roading now. lol.
Originally posted by JeanDeaux:
Originally posted by IndianaJones:
Therefore making "perfect" roads doesn't really make sense.

Unless you only own the starting rusty paver, and then it can't be level enough.

Yeah. I'm well aware of limitation on rusty Asphalt Paver. I think it was improved with last patch, and the paid version works very well now, maybe low gear speed is a bit too low. But overall I find it good.

But I'm talking about different thing here, look in the video on T crossing. The part that was done earlier, it has a lot of bumps, they weren't there when I was paving asphalt and I would not be able to create a road like this in patch 1.0 with rusty Paver version. Later I wanted to make the road a little bit wider and while working on other part I noticed this behaviour.


In video around 5:20 - 6:00 and 11:30 - 12:00

https://www.youtube.com/watch?v=y5FR58Rac4A
Last edited by IndianaJones; May 30 @ 1:46am
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