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Asset: 1932302395.Highway Bridge0
SegmentID: 20331
Type: RoadBridgeAI
Severity: High
System.TypeLoadException: Could not load type 'Problem'.
at (wrapper dynamic-method) RoadBaseAI.RoadBaseAI.SimulationStep_Patch2 (RoadBaseAI,uint16,NetSegment+) <0x01d1b>
at HealkitMod.Patches.NetManagerPatch.SimulationStep (NetAI,uint16,NetSegment+) <0x0004d>
Meanwhile, if you want to use these so you just need to update the ones already placed when they are available. :-D
Ok so i am not missing any Lights I thought i was missing some lights
thank u
Thank u for the reply I would have to try it out. Also the road is Pitch Dark at night Does this sound right ? i dont know why but no light are working . Note I did not add any lights yet
But the road is amazing
Many thanks
many thanks
Fast question how to take benefit from Network skins 2 ?
thanks
The signs are still not inverted in LHT mode.
- New model of the bridge with separate carriageways
- Slightly narrowed lanes to align with new additions to the collection
- Automatic horizontal signage lines (not always complete. See description, as soon as I update it :-D) at intersections and at the passage between various height levels.
This time you should have no problem with the disappearing highway. In testing my bailouts, everything is fine.
Unless I have accidentally exported the detailed model instead of the lod of some component. So in which you see this quantity?
i know these loading time issues - like nearly all C:S players... and crazy detailers like me even more :D With unsubscribing from a few not so essential mods (for me) i came back to 6 minutes loading time with 136 mods and 7.7k assets...
oh, btw, if you ever decide to make a light rail version of these with a high speed tram track down the middle between the guardrails (much like the avenue, just... you know), I'd be ecstatic :)
@Chamëleon yes, sorry for that I was hoping to take less to fix, but my CS takes 20 minutes to load the game :-D to make checks on the field
For the disappearing, I can't understand why. I checked all the names and despite having changed them with bridge1, tunnel1 etc ... because the old one had these names, when I reloaded it in the editor the names now are bridge0, tunnel0. I have the impression that CSL changes the names at random and this creates these problems .... The tests continue ...
https://i.imgur.com/lfzQroq.png
https://i.imgur.com/92MOjoq.png
https://i.imgur.com/1SVux6T.png
This is how the 2+2 looks in my road menu;
https://i.imgur.com/KKUxlAV.png
Placing new ones using that works fine;
https://i.imgur.com/eUOwRQ0.png
however for existing roads, only ground versions are still there, all elevated, bridge and tunnel versions are removed, like so:
https://i.imgur.com/6ELQpWi.png
Thanks for the cool road. I have unsubbed and subbed again, still the old bridges wont work.
https://i.postimg.cc/WpZSnHHk/Screenshot-134.png
...0?!? the old version is called 1. I hope every copy of CSL doesn't change the name of the roads differently :-D I try to change the name and see if it fixes.
Tried resubbing, workshop file has a "changed" time about 40 mins ago, still this -
Highway Slope0 (missing)
Highway Tunnel0 (missing)
Highway Bridge0 (missing)
Highway Bridge0 You have 2+2L Over Wall - Guardrail but it does not contain Highway Bridge0. Name probably changed by the asset author.
thanks for the feedback on the blue nodes ... strange anyway, I have checked them several times. Does it do it on the earthly level or on everyone?
- Reduced the thickness of the bridge (If If you connect this bridge with another highway in this set, a gap will be created between the two. it is desired, they will all be arranged to comply with the new measures and the problem will disappear.).
- Modified some elements to conform to the newly released 2+2+Asymmetrical I/O Lane
Let me know if it loads correctly without deleting the previous one from the map. If it happens, remember to not save the game.
Thanks
While the wall is always present in the elevated roads and the pylons in the bridges. You can force the construction of the bridge with the Fine Road Tool 2 mod in sections where you don't want the wall. Remember, if you haven't, subcribe the pylons. :-) You find them indicated in the required objects.
@Texansfan10 So the cars that come in then come out the other side? in this case I don't know what it can be. Maybe you have some graphic setting set too low?
With which mod do you follow the cars in the tunnel? I the First Person Camera Updated and the cars are correctly displayed in the tunnels.
In the second case, it is usually behavior caused by some defective intersection beyond that point or two nodes too close together. Failing to continue, they despawn. In these cases you just need to redo that piece.