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hey steven, please try to help me even this timei'm trying to solve the problem posted here:
http://www.train-sim.com/dcforum/DCForumID6/12704.htmli've tried to modify your 'hwy2l2wnaT20m90dcr2l.s' paths in the tsection.dat in order to make cars turn using the T intersection, in this way i'm able to solve the problem about the limit lenght of car spawerns, making cars leave the main road...and disappear somewhere safe...the trick seems to work, i'm changed the tsection.dat in this way: TrackShape ( 36695
FileName ( hwy2l2wnaT20m90dcr2l.s )
NumPaths ( 3 )
SectionIdx ( 1 -1.5 0 0 0 217 )
SectionIdx ( 1 1.5 0 0 0 32099 )
SectionIdx ( 1 10 0 11.5 270 32099 )
RoadShape ( )where the 32099 road section is referred in this way:TrackSection ( 32099
SectionSize ( 1.5 0 )
SectionCurve ( 8.5 90 )the main problem is that all works right except in some places where the same road section, makes car jumping.
i mean that cars entering from right, don't do the turn but they jump directly from 1 red to point 2 red, while the others jump from 3 green to 4 green.this doesn't happens everywhere, that is to say that somewhere, this game works perfectly and cars turn right following the road track.sometimes things change after a 'rebuilt track database', some intersection that worked, now don't, and viceversa...i think it is a problem on how MSTS builts the road database, in fact analyzing in the R.E you can see that the blue line makes a big jump from a section to the next, don't know if it means something...anyway this is the question: is there a way to make card follow perfectly the roadtrack...?i have to say more that my car-spawer.dat has quite height values of distance, as example:CarSpawnerItem( "agila.s" 17 )because it's the only way to solve the problem of non perpendicular car crossings... could this be a reason...?a really big thank for your help and many thanks to everybody also who will try to suggest ideas...max
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