The pavement can be made almost invisible and that is the variable for it, I think. It would be closer to 0 than 0.1 m.When building a track. Does the road width count the grass shoulders on the side? Or does it just measure the width of the pavement?
I think I see what you're saying.The pavement can be made almost invisible and that is the variable for it, I think. It would be closer to 0 than 0.1 m.
Well, I didn't mention the walls because I do not know what determines that distance, but it occurs to me that it has to be dynamic because the variation in road width is not trivial.I just want to know if it's the pavement the number stands for.
For example. I make a road 20 ft wide. Does the TLC and TPE make the pavement 20 feet wide? Or is the whole width (wall to wall) 20 feet wide?
When building a track. Does the road width count the grass shoulders on the side? Or does it just measure the width of the pavement?
You need to replace the normal road segments with the reduced width road segments in them area's.@eran0004 @Mr Grumpy, I'm building another touge. Although I'm currently faced with an old issue when it comes to tight hairpins.
The issue occurs when I have to layout a hairpin turn on a narrow switchback.
View attachment 660140
View attachment 660141
I don't know what to do to get the ground slope to cut back to expose the road to at least the pavement edge to allow room for both lanes. How would I go about doing that without reworking the layout by spreading the hairpin apart?
@Mr Grumpy I'm using the narrow straight option in @eran0004 TLC. I'm just wondering what I can do to cut that slope back? Does it require the TED editor?
Yes, the struct ROAD is where you can change road type & the struct DECORATION is where you add all road side objects, struct CHECKPOINT is where you move your checkpoints about, struct BANK is banking angle (obviously), struct HEADER is where you can change road width & move starting line if you want + add more points to various structs & change the theme code (mixed with struct ROAD).@eran0004 I've ran the template on one of my courses. Although, I'm trying to figure out how to use @Mr Grumpy Decoration codes? Does it have anything to do with what's circled?View attachment 661311
Ok, I've done that, it added room for decorations.Can't go into to much detail atm as I'm at work but the forest road is a road structure, therefore it's under the struct ROAD tab not the deco tab.
Also I noticed you don't have any decorations on your track so to start that off under struct HEADER find the deco count (it's probably at 0 looking at your code) change that to 50 for now, then where the yellow line is on your picture (line 2670h) type in 6x blocks of 8x 0's (eg 00 00 00 00 six times).
Once that is done copy & paste the same code going down the sheet until you have 50 of them (it has to match up with the deco count in struct HEADER you see. An easy way to do this (especially when going into the 500's) is once you've pasted 10, re-copy that block of 10 & paste it 5x to get 50.
I normally place at least 1 deco on my track so it's already organised for me to duplicate.
Oh yeh forgot, once done save it & either close the editor down or reload the track so that your changes take effect.
Normally all straight roads & long curves are 100m & medium to tight bends are 50m give or take extreme conditions.Ok, I've done that, it added room for decorations. And I matched the road width of the S/F to that of the course. Although, I notice that the forest road is either 50 m or 100 m long, yet, under the struct ROAD road. The start and finish are 100 m and every segment in between is 40 m. Do I just place them in despite the size?
@Mr Grumpy I looked at it again, I had 25 instead of 50, so I changed the number to 25. The error message is gone ("Template executed successfully").
I was also able to get the forest road to work. I just gotta get it to fit around sharp turns without lapping over the barriers.
Also, which option should I use to get the decorations to appear on both sides of the track? Plus, where do I justify the distance value for each decoration? Because when I tried to place a double woods deco, it crammed it all at the very beginning on the left side.
Yes & yes. As for the rail type & track type most of the time rail type is 0 or 1 which has to work in conjunction with track type, as for the track type, A is closest to the barriers, B is farthest away & AB is both. You cannot change these, these are item specific as in you can't have a marshals tower which belongs to A & then try to put it on B.@Mr Grumpy Ok, I was looking at the decos for another track to see how it fits. I think I see what you mean by the distance. Would that happen to be whats circled in blue? I've found out that the red arrow point to where the deco/item code goes.
View attachment 661504
Although, I'm not sure as to what each option does.
"RAILTYPE"
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And "Track_Type"
View attachment 661503
@eran0004 I was working with your latest version of the TLC. Yet, when I go to export it to a ted file. This is the error message I get:
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Users\Swift\AppData\Local\Programs\Python\Python36-32\lib\tkinter\__init__.py", line 1699, in __call__
return self.func(*args)
File "C:\Users\Swift\Downloads\Track Layout Creator 2.2\Track Layout Creator 2.2.py", line 2555, in printCPS
construct_TED_data(polygon)
File "C:\Users\Swift\Downloads\Track Layout Creator 2.2\Track Layout Creator 2.2.py", line 640, in construct_TED_data
BANKS = construct_bank(CPS)
File "C:\Users\Swift\Downloads\Track Layout Creator 2.2\Track Layout Creator 2.2.py", line 180, in construct_bank
if prev_bank['global']:
KeyError: 'global'