how long have you let the game load for? this map can take a looooong time to load up at first while it's caching everything especially if youre playing on a harddrive. how much ram have you got? have you tried loading up another level and then changing to los injurus? there's been a couple maps before than wont work for me without doing that
CFFFFFFF I believe you may have run out of memory, or video memory. I know FFFFFFFF is RAM issue, maybe CFFFFFFF is where the end of the video memory is? MAKE SURE YOU HAVE FREE DISK SPACE (please list how much free space you have, too, as this could be the issue if the system has less than 30gb free, due to page-file, update space, temporary files and web cache, and 'recycler' use). Please post your system specs, like your processor, system memory amount, video card (and how much VRAM or video memory is has), and your OS. How old is your computer? Do you have this issue with any other mod? Try running it with texture detail set to LOW (set it, exit out of the game, then start it back up and try to load the map). Sounds like an issue either with configuration of the game for your system, or a game issue cropping up. I will see what I can find out from the staff, but please get back to me. I already have plans for the more rural section of the map (which has nothing but hills and a highway and two or three roads in it right now), much of which aligns with some of what you said. I think you will like it when it's done. I won't reveal TOO MUCH, but let's just say it'll complement the rest of the map nicely, and also offer a good retreat from the city. A map with just a huge city in it would be boring if I didn't include the stuff around it that isn't city. While I won't 100% confirm or deny anything beyond the vague answer I got, it's too early in development (for that area) to say exactly what I will be able to cram into the map, but depending on performance at the end of things and once the highway is upgraded out there, I'll have a better idea further along in development of the budget (for FPS, VRAM, system memory, disk space etc) for performance to know what I can and can't do out there. Hence I can't give a concrete answer at this point, but do have hope. I will leave it at that. The city will be MUCH bigger (not even half of it is built, maybe 30% of the main downtown area is built, it'll be huge and mostly wrap around the large central lake), and so will Beaverly Hills (not Beverly, BEAVERly, to avoid naming rights/issues etc). Yes there will be more houses which are different and there will be a lot more props (set dressing around or on the houses) too. I haven't gotten everything built up enough fully to know what my scene budget will be right there for the rest of it yet. I didn't want to build the Beaverly Hills development out fully and then have to bulldoze half of it because with it overlooking the city, I might neglect to leave enough FPS budget for the city itself. So this is why it isn't done. As the city is built up to it, you'll see more and more of it get built. It's a balancing act really, if for lack of a better way to say it. The roads are about as realistic as I can make them without bloating VRAM use, disk space abuse, or making the FPS drop. If we get ray traced headlights at night, it will be awesome and possibly one of the more realistic driving experiences on PC (or so I'd like it to be, and will do my best to make it as such). Some things aren't perfect, and some of the old 'black colored' highways in the rural section need to be updated sorely, but in time it will all be updated and brought up to snuff with current map standards of presentation (if for only immersion sake). There will be more police / sheriff depts, including EMS and FIRE in this also because yes, those matter too. --That is all for now, lest I write another book.
Try two options first this 1) delete the "" folder located along the path C:\Users\Administrator\AppData\Local. Then start the game and check, if it doesn't work, do the following 2) delete the game, then, see that the folder from point 1 does not appear, if it does, delete it. everything, run check --- Post updated --- Hello, I wanted to ask a question. I set the lighting to half of Italy, and I ran into a problem, my video card load drops, which leads to a drop in fps, but when I move the mouse, the load rises and in turn the fps which is very strange, and now I'm generally confused . Is it possible to optimize the light sources, and what value should be changed, please tell me. Thank you very much in advance!
Hey, so I actually clean installed everything again and have a new issue. The mod no longer shows up in my mods manager no matter how I install it (manually and automatically)
Thanks dude, I look forward to everything you do in the future and can't wait to see where this project goes!
does anyone know how to optimize these light sources for mapping maps, because when there are enough of them, the load on the video card drops dramatically and, in turn, fps?
Turn Vsync off. If you have a 60hz (60fps = the same! hz = fps in monitor-terms) monitor, and you have vsync on, adding lights may drop the fps a bit (normally it does sooner or later) below 60fps, causing the monitor to not be able to receive 60 frames per second from the PC's GPU (video card), thus causing it to lock in at 30fps in-stead. This will cause a notable drop in video card's load. I had this issue when I ran my old Radeon 7850 2gb when I first bought Fallout 4. It wasn't quite good enough to push 60fps in a lot of the outdoor developed areas, so it dropped to 30fps. So shut vsync off if you have it on. If you have adaptive sync working on your PC (need a special monitor that supports whatever standard your GPU / video card supports plus manually enable it in the driver's control panel) the above does NOT apply to your situation, unless it's not working properly. Otherwise, beyond a driver issue; I'm not entirely sure what it'd be unless you have a heat or power issue hiding in the PC. I do not know why, but you can ask the devs about it, that is something with the game that they should handle after being made aware of. Please post in bug reports forum on this site so the devs see it, and so others in your situation can also find help. Thanks! I've been a bit quiet as I had needed to step away to do real-life things in life over the last month, but as I mentioned a week or so ago, work is resuming again. First off, Made a half dozen curve pieces and three each of up and down grade piece for the raised / bridge track pieces. I will need these to connect the two stubs over by the dead mall. There will also be sections in the future where the rails separate at a Y-piece so that the train does not fall into a gap created at the 11-foot-8 bridge (oops...). I can't change the bridge as modifying it would defeat the purpose of modeling that bridge. Also, I've got some realistic old-concrete road textures I'm trying my best to get working well enough in game (realism! a lot of rust-belt towns feature beat-up old concrete roadways in and around the cities). Some building models are currently in the pipeline but you'll see these when they're (mostly) done. I've also found that setting power, mhz speed for core and memory, and temp limits about as low as they go, keeps this 3090 quiet and also keeps it from attempting to COOK ME after a few mistrials at 90F. IT GOT HOT FAST, REAL FAST, LIKE 30 MINS OF EDITING MAX - and that would NOT do! Don't need the speed it'll do, not even half that much; just need the VRAM increase. It got to full-on-BBQ in here right quick otherwise, leaving me SOL for modeling or mapping. Your continued support of the project is appreciated and is put to good use, as I'm currently looking at purchasing SUBSTANCE PAINTER, a program that lets me UV objects as good as the AAA-Pros do without creating monstrous texture-weight with every last object or a ton of extra work. The program is 150~200$ so it's NOT cheap. After that I'll be getting an upgrade to World Machine which is similarly priced. Before I do either, I will pick up some better screens so that I can upgrade from my 1360x768 resolution screens that not only are low res and produce poor dark-color scaling, they also put off a ton of heat (they're old TV's). So do know it's going to good use & not just for models/textures that supplement my own pace/ability. Being on a fixed income sucks when you need better stuff than what you can source in a reasonably-priced manner. The new internet is a god-send. I can download in minutes what took MULTIPLE DAYS, but am in the process of helping things by removing wireless from the equation, as it's prone to get finicky now and then. --More will follow. Stay tuned! Attached picture is just an example of one of the grade-increase pieces, half-length, in modeling preview mode.
Bug fix: Issues below were 1.) grass floating goodness is gone 2.) hole in ground is fixed by a chunk of concrete now, derp-X-100. 2nd picture just to show location, there in addition is no 'before' picture here - just the fixed stuff. Below here is a 3rd picture of a different tunnel mouth, that also had grass clinging on for dear life (Even though it was already dead) across the opening in a totally immersion-munching manner... This is now fixed also. Below is the lake where my water broke ... or maybe I should just say it wasn't working right. You will now enjoy the effects of sinking, drowning, and as-such, the lake has now been closed to children. The grass is also fixed. BIG BIG THANK YOU TO @ltntai SERIOUSLY, DIRECTIONS SO GOOD EVEN THE BOB COULD DO IT! Serious 110%, I mean that, thank-you thank-you THANK YOU!!! My poor memory would have NEVER EVER got me into that UV editor for grass, but with those screenshots saved, I can get there ANY TIME. My hats off (my ptsd-hobbled brain) to you SIR! Screenshot attached below. Will have to re-flash this 3090 with some super-low-power BIOS, or frame-limit the game while in the editor; firing up the editor on here is like opening the door to a 400F oven. I've never ever felt anything this serious with heat. Goodness me. Straight through a t-shirt I can feel the heat piping out of the tower like a furnace, radiant heat even in addition. I mean yes the ventilation is really good in this full-tower (though thankfully it's quiet, the new card is too, thankfully) unfortunately that means all the heat paying me a visit. Will put the PC in my den or the game-room/bar if I must, but I'd rather just not. No overclocking (in-fact UNDERclocking the GPU heavily, as much as it'd go! Cool/quiet operation + long life + reliability/stability are the goals here), no nothing (besides enabling XMP/DOCP memory profiles to a snail-shattering 3000mhz of meh - really, this ram speed is 'meh', which is code for 'I know that'll work when I add more RAM later without fuss' which it did, to it's credit, even mis-matching brands and speed since the newer pair of sticks is 3200mhz). So, never-the-less my quest for not baking myself alive while mapping continues (that is to say, I still map, just not in the mid-day heat when the PC proves stronger than the central HVAC units, of which this home has two). I really appreciate folks' support and patience through these times as I address not only my physical (and possibly mental) well-being, and take care of other things around my home/life in general, things which I put off for far, FAR too long. They say no wrath has a man felt tops that of a woman scorned; well I've got one I've found that tops it. It should read: No wrath tops that of a woman who has been ignored! If you love life, do not be like The Bob (tm), please do not do this. A house is not too much different fundamentally. Thus I shall not ignore it's needs unless I prefer the roof falling in on me, MORE doors falling down, putting my foot through the floor AGAIN, mower not working, or the yard turning into a rain-forest AGAIN (hey it tried, I give it that credit). Mother's day fixit: That stated, my retired mother only desired that I fix her deck lattice-works, so that the dog doesn't get stuck under it AGAIN (because, guess who gets to crawl under there and get it out??? yup). This is the second time this has happened, on Mother's Day, this time at a different house and a different dog - but the same day nonetheless. I would have preferred to just strap an ACME rocket to the dog, light it with a strike-anywhere match, and point it skyward; but I digress. She'd be pretty sour with me for a while if I did that, even if it would be much more fun to launch what turned-out to be a perpetually-barking-dog, into orbit. That dog is lucky those rockets are on back-order for most of the summer, really lucky. --That is all for now. Hope my wacky rant today made someone smile. Love your life; for while life is constantly up-ended and never fully able to be planned out due to all the crazy stuff that does go down whenever it seems to be most inconvenient, you will never be bored nor long for something to do. Just don't forget to learn everything you possibly can along the way, including paying attention to those around you who must fix things or help you do what you must do. It'll not only save you a lot of pain in the future, but a very real possibility of saving you an even bigger amount of money, too. When you get good enough at what you do, it not only can save you that big sum of cash, but can possibly start making you some cash, too (though, to be firm, I don't speak of the Los Injurus project here; but about life in general). Find what you love to do, do it well (as should come naturally), and expand from there as time and ability allows. If life isn't what you wanted, change it, because YOU CAN. --- Post updated --- Found and fixed one derailing problem in the subway, not too far from the default spawn. Thank-you @ltntai again for the report, picture, good-enough description. This enabled me to fix the issue in short order, also thankfully, it wasn't far from a corner where I could 'absorb' the alignment issue. I do build a little tolerance into my corners when using modular pieces (in the form of a little overlap sometimes) so I can fine-tune things later if needed, without re-doing miles of things. Hooray for the devs letting me input manual coordinates for forest objects (they don't refresh when you enter the coordinates, you have to move them and hit undo for it to register, or just move it without undoing if it still needs moving around). This was a feature I asked for a while back, which they implemented some 18 months ago or around then. These features help me map better, faster. EDIT: Also, it's really nice not having to edit a slide-show of a map due to my old GPU running out of VRAM all the time and going 11~12fps - even on MEDIUM settings (why!?). This REALLY helped! This map looks REALLY bad on low, though I do have to address this in the not-too-distant future. Please don't turn down mesh detail levels if possible, it won't help much and makes things look AWFUL. Please only turn down texture detail if you have a slide-show problem like I did on an 8gb GPU. Performance metrics speak: A 10~12GB GPU should run this just fine (for now!) on highest texture details. Future versions WILL likely require up to 16GB GPU's, as I've said from the start. AMD GPU's use approx 1GB (avg) more when running this map VS an NVIDIA GPU, though do NOT let this sway your decision of which brand to buy, only which model. An AMD RADEON RX 6700 12gb / or NVIDIA 3060 12GB/3080 10GB is currently sufficient for RIGHT NOW. Again, an AMD RADEON 6800 16GB or NVIDIA (???) 16GB GPU is recommended for running the completed or otherwise further-developed versions of this map on highest detail. I DO NOT have any plans to require higher than a 16GB GPU to run this when it's done, as details will be scaled to fit within this if necessary (if it gets larger, down-scale things like textures or super-fancy-detailed models a bit to free things up). That still can be said, it could take another year or two to surpass what a 12GB GPU can handle, so get what you can afford if the 8GB limits bother you. Having enough GPU memory will mean the difference between using low or medium textures, or having a slideshow VS having 45~60fps anywhere on the map (40~45fps is the benchmark with which must be achieved on this system at any point in the map, nothing may go below this FPS on highest detail, including using a 3000-series Ryzen processor to do such, in other-words, not the fastest chip on the block anymore). Another edit: New RAISED curved track pieces are a bust (track width didn't keep over the whole turn), so will have to remake those, but the 4 other pieces that change grade are just fine. Maybe I will just use the raised metal set here (though will keep the four grade changes for the concrete set, for bridges). Raised metal set is commercial model that I've purchased, it only lacks transition pieces (and possibly a station?). Do y'all want a raised train station for metal elevated track sections? Let me know.
ik this will sound very stupid but its worth considering. Have a look at some Delta or Nidec 120mm fans (or whatever size your pc takes). They are really good performers and usually last for at least a decade. Only two downsides are that they are hella loud when at full speed and if you arent careful with the ones you buy, they can potentially destroy your fan headers since some of them using 2+ amps (iirc. regular fan headers on motherboards are only rated for 1 amp). stick a few of those in your case and that might help your little furnace of a 3090.
I have Fractal fans in the case now (what it had by default), which aren't the absolute best fans out there, but they're actually quite good for being 'included' with the case (not a cheap case, though I did pay only 30% the 'new' cost of it by acquiring a lightly-used one from a decommissioned small-business server, though I had to drive a solid hour+ into Georgia to get it, not to mention the two hours of driving as I tried to get out of Tennessee to even get there). The fractal fans, while audible, are extremely quiet for the air they push compared to most, and have proven rather reliable over the years. What's better is that I have a stack of Noctua 'redux' fans (not their best, but the color is nicer than poop color) that I'll be using some of whenever I get around to finish the new (new old stock) PC that I'm throwing together for my pensioner-aged mother. Whatever I don't use on her's I will integrate into mine. That said, this card never goes over 72C~76C, and the processor rarely cracks the 80C mark, with an absolute highest recorded temp of 85C (which is fine by a long-shot). The problem I'm having here isn't related to the inside of the case (or the hardware) getting too hot, it's the sheer wattage amount of heat the PC produces into this bedroom that, combined with these old TV's I use as monitors, really works well together to bake me into a human-sized rump-roast on a daily basis. This wasn't on my bucket list to put it lightly, but isn't to be viewed as a complaint, but merely an observation. It's been a very long time since I had such a powerful furnace at my desk. Surely I'll get something figured out over here, even if it means pumping the heat directly outside. TL-DR: It's not the parts getting too hot / overheating, it's just the amount of heat that this workstation is putting out into this room (this room is roughly 12x15 feet with a 6x10 foot area as you enter, think like the letter 'd' when viewed from above, so it's not really a small space here). Just will take some time to weigh the best option. I stumbled across this gem due to the Youtube algorithm. I figured I'd share it, as it may well inspire something like it in the map.
Ah I understand now. If your workstation and monitors are near a window you could possibly get a window fan to either exhaust the air all out or bring some fresh air in (the latter doesnt really make sense since you already have mentioned that you have a HVAC system). I have a smaller room then yours and no air conditioning. My computer also used to run like a furnace which made it inoperable when the ambient temps were above 25-ish C.
I just realized the issue you have could be related to metallurgy, or the types of metal vs types of solder. Not all metals will work together with one another happily. Not all metals are created equal, or atomically compatible. I'll give an example that isn't far from our daily dealings: If you mix copper and aluminum, within a cooling system, be it on your car or your computer's liquid-cooling system, you will end up with corrosion of one or both metals. This is due to the water (or liquid, if not manufactured to directly attempt to prevent such), being a good conductor not just in electricity but a conductor to the metals trying to 'balance' themselves out. But also, some metals aren't compatible with one another, even in welding. If you take an ARC welder to aluminum (even after welding successfully with steel), you'll find that the same methods which worked earlier will cause you cracking and distortion on the aluminum. Sometimes lead-free solder won't work where your old roll of leaded solder will, too. It depends on what you wish to solder. This goes just as much to joining copper piping as to joining wires/conductors. Do more reading though, as my knowledge is both elementary/imperfect on these subject(s) and subject to a very unfortunate memory loss issue. Or just use push-blocks where you can just shove the right wires in and be done with it, or super-duper small wire-nuts if they make them for what you wish to use for, or some other form of bonding that won't get hot due to play in the connection (that said, DC does not arc like AC, however connections of poor quality can and still will get hot and CAN burn even at 2~3 volts DC!). Sorry it took so long to respond to this, but I have a sneaking suspicion that it fell victim to my above-mentioned memory issues after reading it. Yes, my memory does suck. Sadly I can't blame Doom for this one. Curbing is done on the main drag past the abandoned mall and abandoned buildings (the one with the median), all the way out to where it splits when it hits the hill. A new crest in the road was sharpened a bit to give a little non-destructive air-time to some vehicles if you go ~100mph or so. This road will have elevated/raised rail down the center of it at some point (or such is planned anyway, always subject to change though). Just a post to let you know work does continue!
The loading docks seem to be just slightly too tall for the semi trailers- the doors hit the dock floor when opening them while parked at the dock, as well as when backing up to it with them open. And with the doors removed, there is a slight drop down when driving the forklift into the trailer
DERP, OOPS! That's my doing, my bad. I will re-test and make sure it's fixed up good. Thanks for letting me know *head to desk* . Will check a few of the other loading docks, too. They were tested but not with that truck. An update isn't too far out that's mostly a bug fix (for all things sent in) unless I get more models completed by then. I have MANY models in the pipeline but still not enough time yet to finish all of them, but I still DO get time to work on them. Still ripping out old dead bushes from my house that didn't make it through the Christmas weekend deep-freeze (it was as cold as a night in the polar regions gets, for several days, even 40% of trees that keep all their leaves through winter did not make it). The progress on this is slow going because of my bad physical condition, but it's still progress none-the-less. Almost got rid of all the leaves from last fall, too, just cleaning up the stragglers that I missed before (or skipped when the burn-barrel was full and too hot outside to burn). Got the lawn tractor running (yay), slowly catching up on home repairs. Still have the mower apart, but it's almost done (who knows, it could be another week, could be two, or could suddenly have an act-of-God type deal and get it done in two days). Came here to post that I have done some tests on this texture (which wasn't included in the beta), but I've tested before a little bit, now that the layering is better and it doesn't reflect like madness or acting like it's wet all-the-time. Let me know if this concrete aged road texture fits in well (besides the fact that the curbing's planting strip - the little strip of grass - does not match). It's a bit harder to tell with the scene anything but complete, but there will be row-homes such as Brooklyn brown-stones here. *goes to upload pictures* *all four pictures go in within a second or two* *shocked face* ... It's nice to live in the 21st century.
Re-exported all the concrete rail pieces (Except 4 of them that were fine), and now I have about 26 different pieces. Of these 26 different puzzle pieces for this kit of raised concrete rail, here are 24 of them. I used an unfinished area of the map to show them, so don't mind the horridly-under-detailed-looking background. 13 curve pieces (6 long 7 short), 10 slope/grade changes (two long, two medium, rest short), and 3 different straight pieces (by length in long, medium, or tiny varieties). This should prove sufficient for almost any need except intersecting rails/junctions, and except tram-at-grade-in-median crossing pieces (for intersections). Track junctions will be made in the future that will provide the ability to integrate realism into a future more complex train network. I don't plan on making live junction pieces that will be configurable; but someone else made one that moved (as a vehicle or prop) with a button press a few years ago (I believe it's called 'a frog' IIRC). Static props (which all roads/infrastructure is here and in any map except crumbling / destructible bridges) can't change their collision dynamically, but again this can be done with props or vehicle-class objects. So to change train routing at a junction, one would have to rotate or switch out the piece manually inside the map editor. That said it isn't terribly hard, if you have a little bit of time to figure out the map editor. Or figure out a way to swerve as a train. Collision should function as expected, and I checked a few curve pieces to make sure they line up properly end-to-end (where I had an issue last-time, with one end being narrower gauge than the other, a problem I created while trying to do the exact opposite inside the 3D modeler - go figure). I did this all with Pulsative Tinnitus in my ears, a sort of whooshing sound in step with my heartbeat, due to my blood-pressure being 132 over 93 during one of the less vicious moments. It has come down a bit since earlier and seems to be righting itself, let's hope so anyway. Did manage to have two good days outside this week thus-far (before the blood-pressure issue cropped up Wednesday), and got a lot of work done out there (considering my health it's a lot). An EF1 tornado smacked the fluffy stuff out of a few buildings in town on Sunday, just two hours after I was right where it's path went. Let's hope that there's not a repeat anytime soon, even if that tornado wasn't as serious as most tend to get here. No one lost their life in this one, thankfully. It did flatten a brand new yet-to-be-occupied home though - thought they built them better than that, but I guess not. Maybe when they put it back up the 2nd time, it'll have a storm shelter installed this time around. The odd part was, the tornado touched down less than a mile from the Sprawl-mart in town and people were just going about their business loading groceries into their vehicles and putting carts back when done, like nothing's amiss. Gotta love Tennessee.
Mmm finally some new rails. the other ones were kinda rough ngl. Didnt know tornadoes were a thing in Tennessee. I thought that kind of stuff only happens in Oklahoma.
Tennessee is dead center in DIXIE ALLEY, a lesser-known but still every bit as dangerous as an Oklahoma summer (if not maybe a bit less often here where I'm at, on a giant 1750ft ~ 2000ft elevation on a huge sandstone layer - called 'The Plateau' around here, of which you can see the eastern edge of in the western half of Roane County map where elevation is about 800ft higher on avg). Dixie alley is the worst from February to April/May, and again as winter starts back up in full force for the last 3~4 months of the year. Anytime a cold front comes through with more than a 10~12f degree difference in temperature, you're very very likely to get tornadoes as the wind that gives birth to those is more violently moving as the cold dryer air comes in on-top of existing warmer humid air (and since hot/warm air always rises, it doesn't like to stay that way, churning the atmosphere in a manner that makes straight-line winds, derecho events, and if the air swirling horizontally goes vertical, you get a tornado). I drove past one of the houses Friday (yesterday) that got smooshed, there's nothing left but a slab - and that's from an EF1 that *JUST* touched down on that property (less than 10 acres) and leveled the brand new (1 year or less) house down to the concrete slab-on-grade. Sadly, while no people got killed (which in itself is good), a family's dog was unable to escape and did pay the ultimate price. Shocks me that new construction would fail that quickly/easily - with all the building codes out there (that aren't always required nor enforced here in the county) you'd think they'd weather the weather a little more favorably. If the dog that passed had been in the attic space, it would have survived likely without injuries being too serious, as the attic space / roof was still fairly intact except in the fact that it was sitting on the ground with the whole 1st floor flattened. In the city, zoning enforces codes and inspections are mandatory vs only electrical (and possibly some other stuff) codes & inspections (and basic occupancy requirements like window(s) for every bedroom) are required in the county. I grew up into a family construction business (which was shuttered when the main owner -my father - passed away 12 years ago), so I know what went into houses (Though in another state, generally with most places using zoning, and a lot more standards/building codes/inspections). That said if you use real plywood, skip on the end-glued lumber for interior walls and glue-lam beams, and put it together with screws vs some type of nails, you'll have a lot more rigid home when you're done, that's also much safer VS wind and possibly earthquakes too. Hopefully the builder learns from this experience and sinks a little more cash into making homes more resilient to common tornadoes in the future. These rails are the raised variety and sadly the ground rail stays the same. HOWEVER ground-level rail *WILL* eventually get to look a little better through a future update (no time-frame available) as will the subway kit. Remember, the more detail I put into each modular piece, the more disk space and Video (v)RAM (and sometimes system RAM also) it will take. It will also take longer to download and to load up in-game. You can't lessen these with a user-facing setting to somehow make them take up less space like you can with texture resolution (texture detail). Until I know the finished product is going to fit within 16gb of VRAM (a limit I've voluntarily imposed, though not really a strict one by any means), I won't be adding tons more detail to the various modular pieces of infrastructure in the map (buildings and roads of-course are different!). Still, the complaint about rail detail is 100% valid and is known, so no harm in bringing it up. Don't mind the mess, these are concept shots showing about a dozen pieces formed into track, along with a traffic signal featuring longitudinal signal heads (for both sight distance and clearance reasons). The randomly scattered bits of track laying about won't be there in the next release, only the completed raised-rail sections will remain. Those bits are only staying there while I build, so I know what to grab next when I need 'about this much' curve or grade change for the scene. There will be an on-grade station (grade level) platform right between the raised rail and the tunnel sections partially visible in the shots here at some point soon. Doing my best to keep 14-foot of clearance for all roads under the raised rail, unless it shall be marked otherwise. I believe anything under 14 or 16 foot of clearance needs to be marked, depending on the road, traffic, sight lines / obstacles, road speed, and terrain. I do know that on interstate highways, overpasses or overhead obstructions must be marked when just at 16 foot or under 16 foot. 14 foot was the old highway standard, but ratified in the late 70's to mid 90's (forget exact) to be 16 foot (which must be met along with other codes/specifications) to receive the 90¢ on the dollar federal infrastructure funding/sharing. This obviously is not as serious for city roads, but certain clearance goals still must be met in most cases where existing older infrastructure isn't grandfathered-in (guess I will have to look these up tomorrow; though unlike interstate standards, city standards are set by the municipality and state branches of government).