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Pretty damn cool. The barges that pass under, is that based on the height of the bridge and the height of the ship, or something else? If I understand how this works (invisible road + animation + traffic lights), it cannot be used to make functional locks, correct?

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    29 minutes ago, jduffett said:

    Pretty damn cool. The barges that pass under, is that based on the height of the bridge and the height of the ship, or something else? If I understand how this works (invisible road + animation + traffic lights), it cannot be used to make functional locks, correct?

    Yes, it's based on the height of the ship.

    Actually this is a huge step towards locks, because I developed a way to slow down ships on their path (there are no traffic lights for ships). The only thing still left to do is an AI that controls the water flow. Maybe I will add them to the mod at some point.

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    Been following this on reddit (and posting annoying questions) because I'm really excited about this. 

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    Do you think this could evolve in to a River Ford (shallow river crossing) feature in future iterations?

    I'm slowly working my way through a set of street signs and finding ways to use them in game (yes, there will even be a toad crossing). However, the river ford one has be running in to this stumbling block (no pun intended):

    ford.jpg.5c7a8517f155e66da1ecab37d8f1a62b.jpg

    I'm using invisible roads from the workshop, one which allows bridges, however to get the vehicles close enough (ideally, "in") to the water I have to lower the bridges a lot and it ends up showing the flooded road sign. That's good in one way, it marks the road as blocked. However, literal herds of water pump trucks turn up and start trying to drain the river, which in turn ruins the waterfall I spent ages on downstream:

    waterfall.jpg.3390ce9f35e82359d8e2a0add6e792fc.jpg

    Anyway, just throwing some crazy ideas out there :)

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