I'd assume we'll at the very least get the "Connie Express"
I'd assume we'll at the very least get the "Connie Express"
Honestly there is only 1 thing I want in alpha 3: parkwide grid like in rct non-World itterations. Organizing things when starting a new park is a chore and starting to be a bit of a buzzkill for me.
That would be great! Or at least a "snap to paths" for objects such as benches, lamps, etc... Oh and especially for fences!!So a grid such as item placement that snaps to a map grid?
When I read this I interpret it to mean something similar to what Cities Skylines and Sim City 5 do with their road placement. Both games will show major and minor grid lines emanating from the current road segment. In the case of Sim City 5, it'll also show common radius markers for curved roads. These guides are helpful to figure out how long a segment needs to be so that a fire station (or a flat ride in PC's case) can fit.So a grid such as item placement that snaps to a map grid?
I wouldnt look at it as just for "precision placement" but you could also say that it would be very helpful for the less experienced players who simply liked that simplicity of grid placement compared to the newer free-form style. obviously in time we will grow accustomed to this and nobody will want to go back to the old style, but it would be nice not to leave it out completely for those who are new and just learning (just my 2 cents [tongue])Personally, I don't find this important for PC. However, I can understand why people might want it for really getting precise placement.
So a grid such as item placement that snaps to a map grid?
yes an option to turn the grid on and offI really miss the grid from RTC3 too. Aligned paths and stuff is key.. OCD anyone.![]()
If you want square paths simply check "Angle Snap" and set it for 90 degrees.