That is a very nice idea!
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).
I will do that!
Also the connection to the bridge looks not really aligned/connected.
May be something about on how it is drawn, the pipe
sprite is the same than from slopes. Should be fixed by next version.
And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.
Have no clue how to fix that, in previous tests whenever i fixed one of them it ended screwing something else. (each ugly overlay i think it's used atleast for two crossings)
And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg
, either on top of the pipeline or standing next to the pipe
with some sort of connector.
looks like a good idea. However, is it possible to have diferent "signals" for diferent railtypes?
Very nice indeed. Minor complaint: the alignment in the East/West view is about a pixel lower than the other views, which smoothly ride "on top of" the pipe. Could it be raised to compensate?
Attached screencap shows what I mean:
Will be fixed in the next release
nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.
For now I will opt for making these dirt underlays very transparent instead and see if they look less ugly.
About bridges, there is no documentation at all for bridges in nml, maybe they are not implemented.
but maybe also add a second railtype with an ISR style underlay to make it fit in better in industrial area's?
Maybe as an aditional railtype activated trough parameter. But for now I need to get the "base" dealt with.