Straightening Out Paths Across Uneven Terrain

Is there a way to straighten out paths across dips like this?

Planet Zoo_2022.05.26-01.03_1 [scaled].png


Like maybe there's a modifier-key just like when you hit Z to straighten out path-angles?...

Because the thing is, you only get two options in a situation like this, which aren't really great.
You can just do it like this, with this ridiculous dip that follows the terrain (I'm surprised the game allows for this while it would prevent some things less silly) and there don't seem to be any settings that prevent this from happening.
The other way is to aim the path one notch up, which just creates a ramp up, only to then immediately go down again, which might be even weirder

I'd like to see it just go straight when the raise/lower-setting is at "neutral", rather than follow the terrain down into the same shape. I'm sure it can be told to just ignore the terrain and connect straight to the path instead of creating this weirdly curved dip that I think should really be prevented. - The under-side of the path could just look like the raised-path with the reinforcements underneath.

Again, there doesn't seem to be a setting for it, but there could be something like "ignore terrain curvature (when...)". - I mean, it pretty much does that when going up or down, but not when going straight, which basically forces it to attach to the terrain when it's not steep enough. I feel like the "neutral/flat" option is just ignored and taken away then. Unless I'm overlooking something.

I know that this would probably be a non-issue in other modes where you can edit the terrain, but in Career-mode at least you do not have this luxury.
It would be nice to have an option to have what I described anyway, though, as it would simply prevent quirks like this in paths and keep them nice and straight/flat. You won't have to edit the terrain when you have a lot of dips and bumps. Or, just let the terrain adapt to paths a bit more, like they could meet in the middle or something.

Half of this was basically a suggestion for a feature, but I'm first of all asking whether or not the thing I want to happen can already be achieved somehow.
 
Have you tried unchecking the angle-snap box? Sometimes I find that angle-snap causes the junction to snap at funny angles, but if you uncheck it you can manipulate where you want it to attach.
 
Have you tried unchecking the angle-snap box? Sometimes I find that angle-snap causes the junction to snap at funny angles, but if you uncheck it you can manipulate where you want it to attach.
Do you mean where you can enter the value of degrees? - It doesn't have anything to do with that.
I would sooner think the "Curved Slopes" setting would have to do with it, but that's not the intention for that either.

The problem is also not that it won't attach to where I want, the problem is that the shape of the path becomes deformed to the shape of the terrain in rather exaggerated cases like this. - What I want it to do is to just ignore the shape of the terrain and make it a straight path.
But again, to not have it deformed I can only go up, which makes it a silly ramp straight up from the door in this case, only to then immediately go down again.
Why won't it just let the path be straight instead of this weird deformed thing? - And if there's a gap underneath, just fill it in with supports like on the elevated paths, as it could be considered an elevated version, so that it won't look empty when you look into the dips of the terrain.

Just to illustrate, I'd want it to just straighten out like this upon hitting a setting or modifier-key:

Planet Zoo_2022.05.26-01.03_1 [scaled - cropped illustrated].png


Again, this probably wouldn't be an issue in other modes where you're allowed to edit the terrain, as then also paths get the option to "Flatten Terrain" and such things. But that still makes it an issue in scenarios where you're not allowed to change the terrain manually. So to have an option, similar to holding X when angling or straightening paths on the horizontal plane, would be very handy to have.

Planet Zoo_20220527-0217 [cropped+scaled].png


I ended up putting it in a different spot, which might have been better in the end anyway. - The problem-spot was where now the guest-path is, and even just this was difficult to get right, messing with the starting-point, the angle, the path-width, until it would finally just sit in that bank without looking too weird.
Elevation is really problematic in this game at times and at least it pushes my brain and creativity a bit, but wow is it one of those inane things that need not be the case.
 
Do you mean where you can enter the value of degrees? - It doesn't have anything to do with that.
No, I mean turning angle snap off completely. Angle snap determines the angle of corners and bends, yes, but I've also found that it forces paths to connect a certain way in certain positions. Often when I'm placing paths with angle snap turned on, it won't connect in a straight line so to speak, it will bend off in a random direction. When I turn it off, however, I get free movement back. In the case of your first screenshot, I can see that the connection has veered off to one side, or at least it looks that way.
 
No, I mean turning angle snap off completely. Angle snap determines the angle of corners and bends, yes, but I've also found that it forces paths to connect a certain way in certain positions. Often when I'm placing paths with angle snap turned on, it won't connect in a straight line so to speak, it will bend off in a random direction. When I turn it off, however, I get free movement back. In the case of your first screenshot, I can see that the connection has veered off to one side, or at least it looks that way.
Well, I can assure you I've tried everything to get it to straighten out. - Angle snap is generally only for creating pre-set angles on the horizontal plane.
But regardless of that, it's not about how the path angles, it's that it forms itself to the terrain when it's considered to be flush with it or on top of it, so it will just deform as much as the terrain, which for paths makes no sense at all, as you can see how messed up they can get.
It's like "no can do" and "path is deformed" a lot of the time, but then it allows for these massive dips and deformations otherwise no problem. wut 🤷🏻‍♂️
Every other game probably forces path to be perfectly straight, but not this one. - Yea, there's the "flatten terrain" option, but it's not always an option, like in Career Mode.

That said, I just had another short nightmare trying to create something straightforward, but it wouldn't allow it cause it's so freaking particular about things.
I like this game... a LOT... In fact, I'm an addict now. But I almost wanted to yeet something or someone off a cliff (in the game obviously). 😆
 
Is there a way to straighten out paths across dips like this?

View attachment 307761

Like maybe there's a modifier-key just like when you hit Z to straighten out path-angles?...

Because the thing is, you only get two options in a situation like this, which aren't really great.
You can just do it like this, with this ridiculous dip that follows the terrain (I'm surprised the game allows for this while it would prevent some things less silly) and there don't seem to be any settings that prevent this from happening.
The other way is to aim the path one notch up, which just creates a ramp up, only to then immediately go down again, which might be even weirder

I'd like to see it just go straight when the raise/lower-setting is at "neutral", rather than follow the terrain down into the same shape. I'm sure it can be told to just ignore the terrain and connect straight to the path instead of creating this weirdly curved dip that I think should really be prevented. - The under-side of the path could just look like the raised-path with the reinforcements underneath.

Again, there doesn't seem to be a setting for it, but there could be something like "ignore terrain curvature (when...)". - I mean, it pretty much does that when going up or down, but not when going straight, which basically forces it to attach to the terrain when it's not steep enough. I feel like the "neutral/flat" option is just ignored and taken away then. Unless I'm overlooking something.

I know that this would probably be a non-issue in other modes where you can edit the terrain, but in Career-mode at least you do not have this luxury.
It would be nice to have an option to have what I described anyway, though, as it would simply prevent quirks like this in paths and keep them nice and straight/flat. You won't have to edit the terrain when you have a lot of dips and bumps. Or, just let the terrain adapt to paths a bit more, like they could meet in the middle or something.

Half of this was basically a suggestion for a feature, but I'm first of all asking whether or not the thing I want to happen can already be achieved somehow.
I know this is years too late but I’ll reply in case anyone else needs it..

Hold ctrl to stop your path snapping to other paths near it if you need to. Position the path close to where you want it but before placing the path, hold the shift key (whilst still holding ctrl) and move the mouse forward and backward to change the elevation of the path. Once you have your elevation you can release shift (keep holding ctrl) and move the path exactly where you want it and place it with a left click. Now, any further connected paths you lay will share the same elevation regardless of the terrain below until the path intersects the ground or snaps to an existing path.. at which point elevation reverts back to default..

Hope this helps :)
 
In the options for the path, the right hand panel, make sure Flatten Terrain is checked. This is also useful when building paths up a slope and you want to keep the path camber all level.
 
In the options for the path, the right hand panel, make sure Flatten Terrain is checked. This is also useful when building paths up a slope and you want to keep the path camber all level.
Yeah that’s all good unless the scenario has locked terrain editing or something prevents the terrain being edited (barriers and water). Also, sometimes it looks better to not have the path manipulating terrain creating humps and dips underneath it. There needs to be a ‘keep path level’ option to stop these wavy paths.
 
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