I've come up with an idea on how to manage the placing of track in a way that is simple to use and produces accurate and realistic results without too much hassle (and the desired one also). I call it the RP-PB track-laying style:
PB - "parametric bending"
The radius of an curve segment will not be determined by how track is placed onto the ground, but defined by a parameter which is to be set by the player. In other words, there is a field / selection box somwhere in the GUI where the player can set the bending of the track he wishes to place.
- Straight / Radius1 - 300 m / Radius2 - 305 m / Radius3 - 310 m / ...
RP - "renewing previous"
The segment the player built beforhand isn't fixed for now and ever, but will be renewed by the placing of the new segment. This applies only to the length, not the direction.
How to place track the RP-PB way
New track
- Choose bending.
- Click once for the starting point.
- Pull to the ending point.
Use keyboard to adjust the bending on the fly and whether a curve bends to the right or to the left. - Click to place the track.
- Choose bending.
- Select an ending point.
- The new track is attached to your mouse and to the old track.
New track and old track are connected by a smooth transition segment.
Moving the mouse will have the following effect:
- The length of the old track changes.
- By that the position of the connecting point and the new track (which is attached to the mouse) change too.
- The length of the new track changes also so that it is ending with the mouse pointer.
Use keyboard to adjust the bending on the fly. - Click to place the track.
- Choose bending.
- Select the track segment to which the new one should be attached.
- Moving out of this point will determine to which direction the junction will split.
- The new track is attached to your mouse and to the old track.
New track and old track are connected by a smooth transition segment.
Moving the mouse will have the following effect:
- The position of the adding point and the new track (which is attached to the mouse) change along the old track.
- The length of the new track changes also so that it is ending with the mouse pointer.
Use keyboard to adjust the bending on the fly. - Click to place the track.
- Choose ending point.
- Adjust length and/or the bending.
- The connecting point is fix. You have to delete the track and add a new one to change that.
- Click to place the track.
- Connecting two ending points or tracks by the use of junctions. No perfect solution yet.
- Non parallel straights are simply done with one curve.
- Curve-curve may be done with a straight (always?).
- Curve-straight may be done with a straigth and a curve in combination.
- Parallel straights are a poblem. When is the the solution unambiguous?
- Choose segments.
- Delete segments.
- Transition segments can't live on their own. If a track ends in a transition segment it is deleted right away.
- Deconnect segments.
- Connect segments (with moving and rotating).
- Copy segments (library).
- Paste, move, and rotate segments (library).
Phew that's all.
Sooooo, what do you guys think about it? Is everything clear?
[Change: Added advanced editing options]