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Showing results for tags 'straight travel'.
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As the old Sunrise Valley deed has been disbanded the way is cleared for (one of) my old project: I am working to create a straight highway linking Sonata to east coast of the big lake center Cadence. This make long straight way for land travelers coming from south and east and connect to the straight tunnels under Cadence highest mountain. Work is in progress but already mostly created. Several points are delayed: - a temporary mine plunder deed at Sunrise Valley is in the way for less than one month, bypass easy quite straight trough de deed. Fence bashing, land shaping, ground paving and highway connection will be done after deed is disbanded - a deed in the way (Angel's deep) prevent me to go on further south, especially for the straight highway eye connection, bypass follow existing squared cornering highway system. But it's only delayed as I have been granted to continue by Lame horse alliance. - a meteorite impact at the highway has cause some damage peat waiting for some transmutation liquid... Note: I know many deeder dont like the diagonal lanes has they cant make their town fences next to it. But that's mainly a wild forest area and traveling is much easier when straight. I do like the diagonal that's why I named that highway "Diagonale du fou" which is an old french-swiss film name. Translation means "Bishop's diagonal" but is "Fool's diagonal" as the chess piece named "bishop" french name is "fool").
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Existing functionality: An object that has been rotated is aligned to the world grid; the very first 'turn' action will adjust it to the nearest 22.5o increment of a 16-pointed full circle. A cart rotated before hitching animals will allow perfectly straight road travel, and any animal unhitched from such a cart will keep that same heading. Disembarking onto a tile places oneself on the center; decorative objects can then be adjusted with greater ease: by aligning one's center-cursor at visual benchmarks: distant objects known to be on your same centerline (roofs, lamps, vanishing point of road) faint graphical lines that quarter each tile and intersect at the tile center (under your feet) by pulling an object onto your exact center (of the tile), then pushing it from that center: objects 'pulled' will be pulled towards the puller and are unaffected by heading objects 'pushed' will be pushed in a direction relative to the pusher's heading Suggested improvements: A pair of commands that would turn the actual body 90o from current, similar to the existing [GLANCE_LEFT] and [GLANCE_RIGHT] lookspring commands The ability to rotate one's own self to allow alignment with the world grid and positioning objects with definite and easy accuracy The rotate function could be employed by several methods: clicking on the 'body' icon to 'turn' yourself like any object clicking on the compass window to select one cardinal direction to face keybindings that rotate you left/right regardless of cursor position