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0 Clean SlateAbout Puupertti_Ruma
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Other solution would be making the zebra crossing less visible. This could be done by making it less white, dampening the color a little, or by making the space between the stripes wider. This way there's as much zebra as there was before, but it doesn't look so weird.
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Turning Lanes - Feedback and Testing
Puupertti_Ruma replied to the7trumpets's topic in NAM & Transit Networks
Great pics edcase2k4-thugangel1983! There could be painted help lines for some of those harder to understand oneway-avenue and road-avenue transitions. We have them here in Finland, but they're not necessary in any way. You also covered one thing I'm going to emphasize: The other line of arrows should in line with the turning lane. Meaning this: _ _ _ |??^ |^ | ^| | | | | | | / |^ | ^>/ | | / | | | ^ means the approriate arrow, for instance left-straight arrow, for the further most left arrow and so on. You will get a better idea of what I'm trying to show if you look at edcase's illustrations. Made the ascii to look somewhat better -
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Erm.. what does SPUI mean? I'm not from english speaking country, and we don't have too many highways here (only ground, usually grass median and sunken) so I don't have the slightest clue to what it could stand for.
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What about dirt roads? You got the textures from Trolca's street mod. Is it possible to make ANT transit enabled or is it a game limitation? I haven't downloaded the mod yet, so I'm sorry if this actually reads in the readme.
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GDV Waterfront Hotel plus Growable Resort Hotel
Puupertti_Ruma commented on goldiva's file in Waterfront
- 136 Comments
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- gdv
- commercial
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- 50 Comments
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- industrial
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