[Rel/On Hold] Project Caucasus v1.0a

User avatar
FunTrucker_18
PPM
Posts: 725
Joined: December 15th, 2018, 3:16 pm
Location: Germany

Re: [Rel] Project Caucasus v1.0

Post by FunTrucker_18 » December 21st, 2020, 4:33 am

Rusmap should expand into Russia imo. Beyond Moscow, for example. :grin:
Image
User avatar
FunTrucker_18
PPM
Posts: 725
Joined: December 15th, 2018, 3:16 pm
Location: Germany

Re: [Rel] Project Caucasus v1.0

Post by FunTrucker_18 » December 21st, 2020, 7:54 pm

Image
Image

Remember, this is NOT one of the many Numbers Stations throught out the RF. This is just a random building with fancy transmitters, NOT a Numbers Station. Don't stop here, don't look, just keep driving!
Image
ets2player
Posts: 1
Joined: December 30th, 2020, 1:38 pm

Re: [Rel] Project Caucasus v1.0

Post by ets2player » December 30th, 2020, 2:13 pm

Hello, here is a fix that corrects the lowercase letters of city names.
For the next time, if you don't add localizations, you should do it like this.

city_name_localized: "@@Derbent@@"

Download: https://sharemods.com/6xnc1qag6mho/Proj ... X.scs.html
User avatar
FunTrucker_18
PPM
Posts: 725
Joined: December 15th, 2018, 3:16 pm
Location: Germany

Re: [Rel] Project Caucasus v1.0

Post by FunTrucker_18 » December 30th, 2020, 11:22 pm

Thanks, but that's the last thing to worry about. If it ain't broke, why fix it?
Image
Gabrielius_logistic
Posts: 58
Joined: September 30th, 2019, 7:56 pm

Re: [Rel] Project Caucasus v1.0

Post by Gabrielius_logistic » January 31st, 2021, 10:40 am

Does it work properly with new TGS ? :)
User avatar
Tapir
VIP
Posts: 4216
Joined: December 15th, 2018, 3:07 pm
Location: Stratford, UK

Re: [Rel] Project Caucasus v1.0

Post by Tapir » January 31st, 2021, 11:28 am

Gabrielius_logistic wrote:
January 31st, 2021, 10:40 am
Does it work properly with new TGS ? :)
Yup, Caucasus does work!

System: Windows 11 PRO
Processor: Intel i7-12700KF 5GHZ
Motherboard: Gigabyte B760 DS3H AX
Memory: Corsair DDR5-6000 32 GB
Storage: Samsung 990 M2 SSD + 2 Samsung 870 SSD
Graphics: Asus GeForce Dual RTX 3060 V2 12GB GDDR6
User avatar
vikSCM3
Posts: 31
Joined: February 2nd, 2021, 11:07 am

Re: [Rel] Project Caucasus v1.0

Post by vikSCM3 » February 2nd, 2021, 11:26 am

I removed the mod from the assembly and the road gap disappeared on the territory of Kazakhstan. Screenshots are attached (before and after). On that section, a road break is obtained if there is a Project Caucasus v1.0 mod.

Image

Image

Image

Image
User avatar
Tapir
VIP
Posts: 4216
Joined: December 15th, 2018, 3:07 pm
Location: Stratford, UK

Re: [Rel] Project Caucasus v1.0

Post by Tapir » February 2nd, 2021, 12:40 pm

You are right: the broken road disappeared by removing Caucasus. :dash3:

System: Windows 11 PRO
Processor: Intel i7-12700KF 5GHZ
Motherboard: Gigabyte B760 DS3H AX
Memory: Corsair DDR5-6000 32 GB
Storage: Samsung 990 M2 SSD + 2 Samsung 870 SSD
Graphics: Asus GeForce Dual RTX 3060 V2 12GB GDDR6
User avatar
ItzHonzula
VIP
Posts: 450
Joined: October 22nd, 2020, 8:46 pm
Location: Reichenberg, Czech Republic

Re: [Rel] Project Caucasus v1.0

Post by ItzHonzula » February 2nd, 2021, 5:17 pm

NGL, this is actually one of the connections making enough sense to use it. BTW I have a question, why do you use French road prefabs and not the Baltic/BlSea ones? Nothing against you, but it seems kinda strange to me :tomato:
EuRoadNet and Projekt Česko developer.

silly nonbinary existence :3
User avatar
FunTrucker_18
PPM
Posts: 725
Joined: December 15th, 2018, 3:16 pm
Location: Germany

Re: [Rel] Project Caucasus v1.0

Post by FunTrucker_18 » February 2nd, 2021, 9:20 pm

I'll take a look into it. I really don't know what actually causes this, cuz Uralsk is at big pretty big distance to my map.

I started mapping white there was no RttBs and the Baltics were pretty new on the market and tbh, I don't got time or the nerve to change it.
Image
Post Reply