Article View: alt.games.microprose.transport-tyc
Article #27579Re: Signals inside tunnels?
From: Klaatu
Date: Mon, 03 May 2004 19:36
Date: Mon, 03 May 2004 19:36
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2540 bytes
On Sat, 01 May 2004 19:05:33 GMT, Raju posted to alt.games.microprose.transport-tyc: > > "Klaatu" <klaatu@nospam.invalid> wrote in message > news:Xns94B09B858497Aklaatunospaminvalid@127.0.0.1... >> I remember at least a year ago a discussion on the possibility of a >> way to place signals inside tunnels. Well, not actually placing them >> inside the tunnels, but having them there "virtually" somehow. >> > not a coded solution but what i use to do was create a few shorter > tunnels by digging a square ( full 1 square must be level) and having > a normal piece of track on that with the signal on it... Well, thanks for the suggestion and all, but that's what I have been doing for years already, and it's exactly that which I'm trying to avoid. I tend to avoid bridges for two reasons: 1) trains slow down on bridges, and b) you can't place a bridge over a bridge like you can tunnels. There are two main problems with building a rail network using the method you suggest: a) it takes a long, long, time to build (I know, I've done it thousands of times), and 2) the cutouts for the one section of normal tract actually affect a much, much larger area. This impacts many things from placement of industries and stations to other track running above the 1 full square of normal track. So, I'm still hoping the fine people who make the patch possible can come up with virtual signals inside tunnels, or the equivalent. -- Today's mighty oak is just yesterday's nut that held its ground.
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Newsgroups: alt.games.microprose.transport-tyc
Subject: Re: Signals inside tunnels?
From: Klaatu <klaatu@nospam.invalid>
References: <Xns94B09B858497Aklaatunospaminvalid@127.0.0.1> <MBSkc.38062$Y%6.5231306@wards.force9.net>
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