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fiend1010

Missing Viaduct Rail pieces

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Hi Everyone,

I'm wanting to make the viaduct rail like the ground rail to the left but I cant seem to find the missing pieces. Can someone point to me where it is located or ways to get those pieces?

Also feel free to move to the correct place in the forum.

Thanks everyone

Missing_Viaduct_Rail_Pieces.png

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I think your main problem is that there are no Wye-Split points for the Viaduct Rail system. As such you won't be able to build the exact same way as with ground-rail. However suitable points and diagonal pieces exists to do the same thing, but offsetting one direction.

ViaductRail_4-way.jpg.9d235b6bf573a0dffabc85d8e8843a7d.jpg

Bear in mind here, the Viaduct Rail will not be further developed. The Draggable E-RRW replacement only works with the RRW mod installed. Although at this time, such a setup would not be possible using that either.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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    Thanks so much for the comment!

    Ahh that makes sense! Will the setup be developed later in RRW or is ground rail going to be the only one used for the setup?

    Also, does RRW have the crossing over pieces for the other transport types, e.g. elevated rail, mono, tram, etc?

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    11 hours ago, fiend1010 said:

    Will the setup be developed later in RRW or is ground rail going to be the only one used for the setup?

    Here's where things get a little more fuzzy. I should start by stating that RRW was developed to improve the realism of Rail in SC4, it is NOT just a texture replacement. Whilst RRW includes a new set of textures, they can absolutely be changed, it's just few exist yet.

    This change of specifications means some things previously possible are not, but those limitations are rare and mostly due to the RRW design principle of a minimum radius for curves. In short, the T-Interchange works just fine at L1/L2, the + would need to be as per my last screenshot. The problem with the + is the sheer complexity of all the various pieces connecting together. It would require many, many lines of new code to support such an intersection and it's not really a very commonly used one. In the real world, such junctions simply don't really exist. But in return for loosing a few illogical setups, RRW adds so much that you'd otherwise miss out on. Features like FlexTrack and FA-RRW as just two such additions that hugely expand the realism of your rails.

    11 hours ago, fiend1010 said:

    Also, does RRW have the crossing over pieces for the other transport types, e.g. elevated rail, mono, tram, etc?

    E-RRW absolutely supports many of the crossings that Viaduct Rail does, although as of NAM 36, mostly only for OxO crossings, eventually this will be expanded. Bear in mind El-Rail and Monorail networks are also at L2 (15m), so can't intersect with Viaduct Rail or L2 E-RRW, but E-RRW also has a L1 (7.5m) variant, which would support such crossings. Again those don't exist at this moment in time, but I expect they will, E-RRW is still in it's first release right now.

    E-RRW works by simply drawing the rail, rather than placing individual pieces, which is much quicker in practise. It also supports some crossings Viaduct Rail can't, including GLR Networks like TiA, TiR/ToR, RHW and NWM.

    You can also continue to make use of the older Viaduct Rail pieces, which is what I did in the above screenshot, it just has the RRW texture override. Therefore you've absolutely nothing to loose compatibility wise if you decide to use the RRW system. As I said, RRW is the underpinnings, not the textures, but all rail development will be RRW based from here on out. In other words, if you decide RRW isn't for you, then all rail-based pieces is all there will ever be.

     

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    8 hours ago, rsc204 said:

    eventually this will be expanded.

    *:)

    I haven't forgotten about our little project - and I suspect you haven't either.... we should totally get on that again.  *:D


    Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

    Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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    Yeah, ran into a bump there with the RUL2 code for the D-OSTs, it only works in one of two possible guises. Otherwise it's pretty much done, I'll see what I can do there, but indeed not forgotten, just somewhere in the inbox.

    • Like 1

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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