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rollfizzlebeef83

Need help with draggable roads.

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I don't know where else to turn. I'm trying to make a road network using the FARs. I want to use diagonal avenue and one way street, as seen on the right in the pic I uploaded. However, I cannot make the horizontal roads intersect with the diagonals, as they are supposedly static pieces. I was told I could drag the FARs, but I have no idea how. What I need is a step by step tutorial, I guess. Would anyone be willing to help me?

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Have a look in the manual for instructions on how to use Draggable FAR. There is no Avenue equivalent in the public build to my knowledge.

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    I did. And it still doesn't tell me what to do. The pictures don't help at all. I need text. Please tell me what to do because I am about to lose it!

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    My understanding is that draggable functionality only works for roads, not OWR or avenues. I've also been unable to make fractional angle OWR or avenues intersect with draggable roads (which makes sense, since the FA OWR/AVEs are puzzle pieces); I'm also unable to do the opposite (i.e. drag FA roads to intersect with orthogonal avenues or OWRs). I'm guessing that the NAM team has a lot on their plate and just haven't gotten around to implementing these yet.

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    Well, that sucks. I guess I'll have to use the draggable roads for now. But I still don't know how to use them. I could use some step by step written instructions, though. For the time being, I could make the diagonal one way road a regular road. I already gave up on the avenue and just made it straight.

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    The instruction diagrams are a little tricky to understand. The logic is this: the FAR-3 moves 3 tiles in one direction, and 1 tile in the other. So you start with a length of road 6 tiles long. Now, on the next row up (or "down" or the next "column" to the left/right, depending on what direction you're dragging it), you place another length of road 6 tiles long, but positioned 3 tiles down. For instance, if the "R's" in the diagram below represent the roads, and "X's" represent empty space, you'd get:

     

    RRRRRRXXXXXX

    XXXRRRRRRXXX

    XXXXXXRRRRRR

     

    and so forth. (Note that to get the FAR back to the first bit of road you laid down, you have to go back and go over it again with the draggable road tool again) If you want to drag FAR-2 instead, the overlap is 2 tiles. I hope that makes sense - it took me a while to get the hang of it.

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    My understanding is that draggable functionality only works for roads, not OWR or avenues. I've also been unable to make fractional angle OWR or avenues intersect with draggable roads (which makes sense, since the FA OWR/AVEs are puzzle pieces); I'm also unable to do the opposite (i.e. drag FA roads to intersect with orthogonal avenues or OWRs). I'm guessing that the NAM team has a lot on their plate and just haven't gotten around to implementing these yet.

    Note that for draggable FAR, you have to drag the network out first, and then intersect it, due to the side-by-side override method that converts the roads. If there are intersections in-between, the pattern is interrupted.

     

    Also, I don't think that there are any FAR intersections with two-tile networks, because of the limitations involved with the way the game deals with the tiles. You'll have to straighten them out every time, but at least then you should have some room for TuLEPs (Turning Lanes).


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    APSMS, you're correct in that it is necessary to drag out the FAR first, before trying to build intersections. Kind of a bummer about the inability to connect a two-tile road with a FAR (though I can understand why, because unless the two-tiled road itself is FA-ed, it couldn't possibly touch every tile of the intersection). I'm wondering at least, whether it might be possible to have an orthogonal OWR/FAR intersection? That would also fill the role of FAR/orthogonal AVE intersection, since the ends of the AVE can be joined to OWRs. Dreaming a little bit more into the future, it would be awesome to be able to intersect them with NWM roads too (and have those in FAs). That's probably a lot of work to create though.

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