pretty simple.
make an artificial slope/cutting, then use a building to revert it back to a slope.
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/th_tunn_und_elv01.jpg) (http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/tunn_und_elv01.jpg)
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/th_tunn_und_elv02.jpg) (http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/tunn_und_elv02.jpg)
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/th_tunn_und_elv03.jpg) (http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/tunn_und_elv03.jpg)
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/th_tunn_und_elv04.jpg) (http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/tunn_und_elv04.jpg)
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/th_tunn_und_elv05.jpg) (http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/tunn_und_elv05.jpg)
definitely not intended.
should be fixed now in r5642.
this should work without such a workaround. in other words, it would be good to build elevated ways over tunnel entrances.
I am not sure whether the routing of vehicles will understand this: tunnels under such an elevated way are an exception, what if a player builds a way downhill on the slope? Then vehicles will not found there ways..
oh, i meant only tunnels as exception. they connect to the field below. Did it cause routing problems with the 'workaround' AEO described?
Quote from: sdog on April 19, 2012, 09:06:49 PM
oh, i meant only tunnels as exception. they connect to the field below. Did it cause routing problems with the 'workaround' AEO described?
Iirc, there are routing problems if the user does not build a tunnel through the slope but a way on the slope.