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In my conception, the ideal way would be to have an overlay which acts as a visual guide, that is the arch helper simply overlays (or underlays) a shadow catenary, semicircle or parabola and you can then place the elements however you wish following the shadow guide. While I would also find it acceptable if it placed the struts for me, I would prefer simply having a guide since it would allow a higher level of control over where the nodes are.
By the way, I did figure out a relatively clever way to create a near-perfect catenary with a little help from real world materials. All you need is some tack or sticky tape and a heavy but flexible cord or light chain (i.e. jewelry chain), tack/stick the ends of the cord to the sides or top of the monitor so it hangs in the position you wish passing through the anchors at each end (or a point directly above the anchors). Create your arch following the cord. Then use cut/copy and vertical flip for a perfect arch!
While only allowing a catenary and not any other arch shape, and having some minor error due to parallax it should give good results.
But an in-game arch helper would be really neat.
https://en.wikipedia.org/wiki/Catenary
Does the suspension cable create a catenary arch?
an arch maker would be a pretty cool tool, thanks for the suggestion.
I hadn't really though of a clever way of doing it, but what Blake suggested might be the best answer, an overlay tool that allows you to create a guide to follow, rather than having the tool create the actual joints automatically (which I personally try to avoid).
The arch overlay tool could be integrated into other measuring tools (distance, angle, something else?).
The build mode curve is not really a catenary, although it would probably be nicer if it were closer to it's final resting position, however as Blake mentioned above, once the simulation starts and gravity is applied, given the small amount of elasticity joints have, there will always be some movement.
Currently it places joints along the arc of a circle whose radius is defined loosely by the "sag" drag-slider players can control.
I also have another idea, at the moment there are the very useful pale horizontal and vertical guidelines emanating from the cursor when you are placing a joint. Another useful guideline would be an extension of the current strut continuing at the same angle off to infinity, so if you are say laying a road, you can see exactly where that road will end up if you continue it at the same angle. I can't say exactly what the use for this is, but many times I've wanted it.
I too, have had this idea,mostly along the same lines Blake detailed above. I envisioned the ability to create a guide with handles to create a Bezier curve that works much in the same way as it does in any graphics program out there.
You get your arches and your straight lines and also guides for the the few maps where you need "wavey" bridges.
Yeah I'm aware that since a recent patch you can draw roads to a point, probably a bad example (altough in some cases, such as with grid on, and even with grid off I believe, it makes a wibbly road because the exact angle you want is not permitted so it only does it to the nearest grid point, or pixel point, in this case a guideline would show the *actual* angle of the road), when you mention it having the guideline extend out behind would be useful, as it would make it easier to gauge the angle relative to the angle of previously placed points. Part of the point of angle guidelines is that they act as a "handle" which makes it easier to visualize the exact angle of a short piece like a road, placing the cursor way off in space to gain finer control kind of works and is what I do, but it's not as good as having an actual line.
Another thing I do to make perfectly straight off-grid sloped roads is to build one road at the desired slope then use copy & paste to paste that road across the whole distance.
The first 10 seconds of this video demonstrate this well. https://www.youtube.com/watch?v=81iMf0-ylNI