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subyng

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Everything posted by subyng

  1. Modular canals

    Have you seen this? https://forum.paradoxplaza.com/forum/index.php?threads/wip-modular-canal-asset-alpha-bad-peanut.853944/
  2. Has anyone looked into making it so that pollution doesn't cause trees to die? It's a weird aesthetic choice by CO considering that trees definitely do not die in the presence of factories and it causes all my industrial areas too look awful.
  3. Would this have anything to do with the direction that the road is laid out in? For example, if you drag left-to-right the texture would be inverted compared to if you dragged right-to-left? I'm also super excited that you guys have figured out how to make seamless transitions between road types. I wonder, could this be used to make proper merging/exit lanes for highways? For example, I start with a 2 lane highway, and connect it to a 3 lane highway. Then, for the intersection node between those two roads you have a texture that looks like a new lane splitting off, you would have something that looks very similar to a exit lane "peeling off" the main highway in a smooth way instead of how it is now where you have to make your offramps shoot out at 45 degree angles from your highways.
  4. All your Cims are trying to turn right, and the right lane is the only lane that allows right turns, therefore they all pile into the right lane. It's pretty simple. Even if they spread out across all 3 lanes they would eventually have to merge back to the right lane in order to turn right. You have a bottleneck that needs to be solved by either creating more routes for your Cims or use a mod like Traffic++ to designate additional lanes to allow right turns.
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