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Also, exact precision is pretty difficult just in general, even with small spaces. I can only imagine the problem being exacerbated if you are doing huge map-spanning perfection. Might be easier to start at the smallest rings, and work outward? Nodes -usually- follow pretty specific patterns of 12 units so I can imagine it it isn't divisible by 12, they'll stray in one way or another.
Edit: Didn't read that you used Precision Engineering, Are you holding ctrl or shift to snap to angle?
Like Savarast said, landscape the ground perfectly flat works best. If you like hilly ground, then you may have to make sacrifices.
Haven't tried ctrl or shift-snapping yet, too many mods to learn all their keybindings yet. :-( Will give that a try, thanks. I'm not impressed with the base game snapping; it always seems to snap to everything EXCEPT what I want it to snap to, and playing with which snapping options are enabled hasn't helped much. I suppose I'm just trying to do more precise drawing than beginners are intended to, before they've got the hang of everything.
Edit: just tried this in asset editor, hexagons are easily done with road precision and flat terrain:
https://steamcommunity.com/sharedfiles/filedetails/?id=2076196468
There's actually an intersection like that in the workshop, it was the first asset I downloaded and the first technique I tried. It looks fine at the starting-tile level, but once I draw the spokes out to nine tiles, it becomes obvious they're not really equidistant. I even tried convincing myself it was a visual illusion, but nope, Precision Engineering even measures them as clearly different distances between what should be equal points on the map. :-(
I'll give it one more try tonight, and if it still doesn't want to work, I suppose I'll settle for unequal sections. It goes against the grain to give up, but I've spent a week now drawing lines and bulldozing them again segment by segment, and I do have other things I ought to be doing.
Thanks for helping work this out. I'm not sure whether to be relieved that you agree that it's finicky or dismayed that there isn't some obvious easy solution.
This'll get you perfect circles around six spokes
I've finally got the sixths (and twelths and eighteenths) down acceptably. They're STILL not perfect, despite being meticulous about all the measurements. But at least the variance is only 2 to 6 meters on the outermost ring; that's not noticeable just by eyeballing it, and I'm not entirely convinced that it's not just measurement error, based on the fact that if I'm zoomed out far enough to see the units, I'm also zoomed out too far to be 100% certain my origin and end points are in precisely the right spots, since I can only see part of the segment at a time and still read the fonts. So I can live with that.
But of course, in trying to get the spokes right, I had to demolish the existing rings. Which is just as well, because they always did look just a little squished to me. I'd convinced myself it was a visual illusion, because I was carefully following the quarter-circle technique all the videos say to use. But once I started measuring the radii, nope, it clearly wasn't correct even on the smaller rings. Rings based on six spokes would probably be better if only because it provides more points, but my end points are too far apart to just eyeball the center with any precision. And I can't draw a guideline because it would just have to be demolished before laying down the curve anyway. (This would be so much easier if we could just draw roads across one another without having to stop and start the line, and with the angle resetting at every intersection.)
- Angle on
- Road Length on
- Grid on
- Road guidelines OFF
Build your main radial roads to equal lengths, so they're where you want them (say 10 markings each).
Now, back up a road marking or so, to 9 or 8.
Build a temporary STRAIGHT road at 90 degrees from BOTH of your radial roads. These straight roads will intersect at the midpoint between them.
Now, go back to marker 10 and build your real concentric road at marker 10, you will know where to place the middle node (it will take a bit of practice and tweaking - but you obviously know what you're doing).
Then, of course destroy the temporary roads.
https://steamcommunity.com/sharedfiles/filedetails/?id=2078670274
Alternatively, for better accuracy, you could build your temporary roads BEYOND your concentric road.
https://steamcommunity.com/sharedfiles/filedetails/?id=2078676338