安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










Specifically here, it would mean downgrading the highway between the offramp and the onramp to only be 2 lanes, so that the 3-lane highway ends up with 2 lanes for going straight and 1 lane for going off, rather than having the rightmost lane be able to do two things. And similarly at the merge point, a 2-lane highway plus the 1-lane onramp going to a 3-lane highway means no conflicts because all the incoming lanes have their own outgoing lane.
There is one small thing I don't understand: what do you mean by writing: "Lane Math'd", what does that mean?
Some minor tweak suggestions:
- it's great that the western interchange is Lane Math'd; you should do it on the trumpet in the start square too. (Maybe even have the roads into the start square just be 2-lane highways.)
- the most-southern branch of the river around the islands is a bit stop-start. I think it needs to be a bit deeper in the upstream part, or shallower over the whole thing to go more intentionally for the swampy feel on the whole channel.
- consider softening the terrain a bit around the western interchange.