In my game I found managed to place a very nice, long tunnel through a hill, rather than having the trains taking a longer detour around the quite big hill. I also thought it was very nice having a long stretch of lovely tunnel, but to my horror I realized that there does not seem to be a function to put signals within the tunnel!
For shorter tunnels this would of course not be a problem, but this tunnel is 44 tiles long, so where it should be room for 10 trains, there is only room for one. I thought of a solution to lower the ground in short intervals with signals, but this will also be expensive and I could rather just level down the whole stretch.
I tried to find a NewGRF or something that would help, but with no luck!
I wondered if anyone know of a solution to this I would appreciate it a lot!
I am running OS X 10.11
Issue with long tunnels and signals
Moderator: OpenTTD Developers
Re: Issue with long tunnels and signals
There is no NewGRF that can resolve this, but I will recommend you Lt Joker's patch. (which is absolutely fantabulous and adds so many good features to the game!)
Here is a link to the video which explains it all and has the download:
https://youtu.be/2MYljQRgRo8
Here is a link to the video which explains it all and has the download:
https://youtu.be/2MYljQRgRo8
Re: Issue with long tunnels and signals
There is a boring technical reason why there are no signals in tunnels and bridges (they don't exist as tiles in the map), but the truth is safety regulations.
You cannot have 10 trains in a single tunnel due to fire hazards, collisions, and other things that may go wrong.
From a game play perspective, I like the restriction, as it makes building tunnels and bridges more of a challenge. It doesn't become just more boring straight track with regular spaced signals and some visually different graphics. If you don't want the challenge of the mountain, don't generate a map with mountains.
I usually solve this problem by building more tunnels next to each other. I once needed 4 tunnels to get sufficient capacity, but those tunnels were not 44 tiles long.
You cannot have 10 trains in a single tunnel due to fire hazards, collisions, and other things that may go wrong.
From a game play perspective, I like the restriction, as it makes building tunnels and bridges more of a challenge. It doesn't become just more boring straight track with regular spaced signals and some visually different graphics. If you don't want the challenge of the mountain, don't generate a map with mountains.
I usually solve this problem by building more tunnels next to each other. I once needed 4 tunnels to get sufficient capacity, but those tunnels were not 44 tiles long.
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Re: Issue with long tunnels and signals
Yea, that thought crossed my mind. So I might not go for that Lt. Jokers patch as I love playing the game with a more realistic spirit. But then I know that I have some options. Thanks for all the help!
Re: Issue with long tunnels and signals
This "Signals in Tunnels and on bridges" patch is one of the more popular ones that you can find in pretty much any patch pack. Unfortunately it's still buggy after all these years, so it's not been proposed for inclusion in the main OpenTTD distribution.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
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