Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Install Network Anarchy 3.0+ and ignore the warning in Steam workshop. It's not a mod dependency like mods referencing other mods; you just need a "tool" to do it and the new tools work just fine - if not better.
That's why you got from Normal Road --> Nodeless road --> Overpass Road + Overpass --> Nodeless Road --> Normal Road.
If you get blue, you use
And the blue fields are as far as i know unavoidable.
1. The intersection under the bridge won't "connect". I can use TM:PE and connect the lanes so the underlying mechanics are there, but the visual is somehow wonky.
2. I am having some severe mesh tearing issues.
Both are illustrated here: https://imgur.com/a/GOjYKGU
There is a workaround for pedestrian crossings though. You can use TM:PE to set the overpass and B section as priority roads which should add yield markings to both sections and the rest of the road. This will also result in pedestrian crossings for the selected roads to be disabled, but only if the settings for TM:PE disallows pedestrian crossings on high priority roads. This setting affects whole roads though so other nodes may have their restrictions and markings changed. You will have to remove undesired markings and set the desired restrictions on the other affected nodes.
https://steamcommunity.com/sharedfiles/filedetails/?id=2587500995
1: Here you can see, that the markings don't line up properly:
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254093
In the Four-lane version it is perfect! :
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254369
2.: And there are a few glitches, could you please fix them?
Here the glitch is on the border of the sidewalk and the road, at the transition between overpass and bridge:
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254153
Here is another glitch, a vertical white line at the end of the overpass:
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254197
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254233
4: Is it normal that the nodes look blue from far away?
https://steamcommunity.com/sharedfiles/filedetails/?id=2404254285
PS: How can I avoid, that there is a gap between the segments (Picture 1)? It is kind of impossible to do it perfectly.
Sorry for so much text, other than that it is a great project! Kind regards
Although i only use a few of these, it seems like a game changer to me. Something that was missing is now not missing anymore. :)
Great work and no problem on my heavily modded game.
For those that struggled making it, i found the easiest way to be part B first then the overpass built on top and reaching a bit further than the par B, elevated mode. it's then easy to add parts A and C and adjust with move it. After that just connect the overpass.
Also another use for this beautiful mod was making the start of a bridge, with the overpass crossing the river while the part C connects with a small road before the river.
Unfortunately CSUR is too powerful for my computer, that's why I really like this project and why I was hoping for my idea to get implemented. I don't really know what segments had to be created, but I get that maybe it would be inefficient.