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Author Topic: Platforms and tracks  (Read 2475 times)

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Offline Borgoth

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Platforms and tracks
« on: July 24, 2009, 10:25:50 PM »
Bunch of small building related things

1) Unless there's some fancy key combination allowing this, at the moment the only way to upgrade a platform tile is to bulldoze old one and then build a new platform in its place. Same goes with upgrading bus stops to bigger bus stops. Sounds like a matter of convenience, except when this platform happens to be the only station tile accepting cargo/passengers (like with bus stops) because deleting it will also get rid of all the cargo/passengers it enabled

2) Also unless there's a fancy key combination allowing this, it's not possible to remove tram tracks from a bus station / mailbox without deleting the said station in process. Considering the station is bound on the underlying road to begin with, this is rather odd.

3) Again, maybe there's a key for this, but in order to create artificial slope that's going below current level seems to be only possible by digging up a hole first with the full tile lowering tool and then filling half of it back with slope building tool. Seems bit clumsy, not to say expensive.

4) Any chance in the future to see tunnels that would actually begin/end on a vertical cliff rather than the current way of requiring a slope? Since the game already has tools of creating vertical cliffs, it's a pity they can't be used to get shorter tunnels made. Now building a crossing under a road on flat ground takes 5 tiles (slope down, slope up, tunnel, slope down, slope up), when really 3 should be enough (slope down, tunnel, slope up). What comes to then building a tunnel like its done now, from slope to slope, the game could simply cut the slope off and use same vertical cliffside tunnel graphics everywhere.

Offline prissi

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Re: Platforms and tracks
« Reply #1 on: July 24, 2009, 10:42:37 PM »
1) You can upgrade stops in the nighly.

2) Track way remover tool can do this.

3) You can just lower an end-tile of way. It will bend only in the allowed direction. Better UI is under consideration.

4) Just built a road bridge then. This needs two tiles for the road.

Offline Borgoth

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Re: Platforms and tracks
« Reply #2 on: July 25, 2009, 06:42:43 AM »
Playing with 102 Nightly - Mar 5 2009, i.e. the latest official release.

2) No. Track remover deletes the bus stop too.

3) On end-tile of a road/track it tells me to clear it first.

4) Road over a single track on flat ground also requires 5 tiles since you have to continue the road down the bridge one tile further before being able to turn. Tunnel off vertical slope could be done with 3 since you can turn immediately.

Offline AP

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Re: Platforms and tracks
« Reply #3 on: July 25, 2009, 07:07:32 AM »
There are certainly occasions in city environments where I've found (4) to be a nuisance. It's only occasional, but there are circumstances where you simply can't find those extra tiles - of either road or rail, normally because of existing buildings or road junctions or diagonal track- and so have to stick with level crossings in the urban context. [Or do as I do - use tram lines instead of level crossings so the road traffic doesn't get delayed...]

knightly

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Re: Platforms and tracks
« Reply #4 on: July 25, 2009, 08:16:35 AM »
Hi Borgoth,

Playing with 102 Nightly - Mar 5 2009, i.e. the latest official release.

This is only the latest stable release, not nightly. Please check out the latest nightly from the following link :
http://simutrans-germany.com/~nightly/simutrans/

Knightly

Offline Borgoth

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Re: Platforms and tracks
« Reply #5 on: July 25, 2009, 08:33:22 AM »
Good to know where to get the nightly. Website doesn't exactly advertise it much.

(4) Tunnel off a vertical cliff would need some minor changes to tunnel building (basically, end of way facing a vertical slope would have to be considered valid starting point in addition to current end of way being on upwards slope). Probably bigger issue is new graphics that would have to be provided to create vertical slope with tunnel opening. But it would look so much more real. One can always hope.

Related to 4, building a 1-tile-long bridge over a lowered ground would be nice. Game can already handle 2-tile-long bridges (from slope to flat ground) so allowing flat ground on both ends seems doable? Or maybe it already is and I'm just too stupid to figure out how.

Offline Isaac.Eiland-Hall us

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Re: Platforms and tracks
« Reply #6 on: July 25, 2009, 08:43:34 AM »
We don't heavily advertise the nightlies because they are more likely to contain serious bugs. They're definitely not marked as stables.

Tunneling off a vertical cliff is more work than you imagine it to be, as well as the one-tile-long-bridge. They have been requested before, and long wanted. They're not impossible, but it is also that nobody gets paid, and there are a million things that are wanted. :)

Offline Dwachs

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Re: Platforms and tracks
« Reply #7 on: July 25, 2009, 09:40:08 AM »
2) No. Track remover deletes the bus stop too.

This should be fixed in the next nightly, revision >=2596.