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Crissa

Tunnel frustrations...

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I'm using simoncre's hole-digging lots, and it seems like they worked flawlessly when I tried them out at first... ...But now that I'm working on the site I want to work on, I can't get anything to work right. Snapshot%202007-09-12%2005-59-14.jpg

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Your tunnel is too short.

A tunnel's minimal length is 1 tile + 1 slope (will be by the tunnel) on each side makes 3 Tiles.

In addition to this don't fix the area above the tunnel entrances with street tiles - the game ALWAYS modifies them - if it can not you cannot build your tunnel.

Bernhard

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  • Original Poster
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    So... the minimum tunnel is 5 tiles? 2+?+2...

    Bah.

    -Crissa

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    Posted:
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    Try this one: plop some pieces of park atop the hill you want to build your tunnel and drag roads again.

    Your work should be already OK as you've shown.

    EDIT: Don't forget to bulldoze hole-digging lots.

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    Posted:
    Last Online: A long, long time ago... 
     

    no crissa, i think the minimum tiles to build tunnel is 3 tiles not 5 tiles.. but 5 tiles are also ok..

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    Posted:
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    Originally posted by: Crissa So... the minimum tunnel is 5 tiles? 2+?+2...

    Bah.

    -Crissaquote>

    Like opiq said: 3 tiles.

    The middle tile(s) stays untouched but the game will terraform one tile at / for the entrance. Given that you want to place a road tunnel under a railroad it would result in the following minimum length situation:

    S-E-R-E-S

    1-1-1-1-1

    with S: Street. E: Entrance and R:Railway

    Red marked is the length of the tunnel.

    Bernhard

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    Posted:
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    The minimum tunnel length is 3 tiles: The entrance, the underground street, and the exit.

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  • Original Poster
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    Then my tunnel isn't too short...

    ...Why won't it trigger the darn tunnel, then?

    -Crissa

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  • Original Poster
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    Why oh why?

    Snapshot%202007-09-12%2021-25-38.jpg

    I guess five is the shortest tunnel? Entrance, above slope, one space, above slope, entrance.

    Snapshot%202007-09-12%2022-12-16.jpg

    -Crissa

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    Posted:
    Last Online: A long, long time ago... 
     

    clearly crissa, because the hole is not 15 meter deep from the surface..

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    why can't a tunnel be built one tile below a sloped hill that has a road above it and only 3-5 tiles wide? It always assumes you want to build it up & over which looks bad.

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    Posted:
    Last Online: A long, long time ago... 
     

    Part of the point of the NAM, with all its on-slope this and rail-over-that pieces, is to make tunnel underpasses obsolete. This 3x5 minimum footprint is part of why. Too bad there's no diagonal on-slope pieces, or diagonal elevated heavy rail though. Those would get rid of the last of my ugly undercrossing tunnels... maybe next NAM, eh?

    Oh, DJLee, the game assumes up-and-over, only until a tunnel is possible. Then it assumes you want the tunnel.

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  • Original Poster
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    They should've assumed a tunnel if a tunnel was possible, and then not a tunnel if not possible.

    But instead they forced tunnel only if the path wasn't possible otherwise. Argh.

    Anyhow, it's solved, so far. Just tunnels are far more easy to use than puzzle pieces...

    -Crissa

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    Posted:
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    Hello (again) Crissa,

    Technical Detail warning - Tech Details follow:

    Tunnels are triggered by proper slope at one end (or the other).

    Different transit types have different minimum slopes (streets will NOT tunnel).

    If you pay attention - you will notice that when you raise/lower terrain one tile (and one click) at a time - that the raise/lower affect only effects two sides of the tile (or actually just one corner is raised/lowered), and to get the other sides (corners) leveled - you must raise/lower the adjoining tile(s).

    The technical implication is that tunnels will tend to trigger easier from two of the four directions - while slope smoothing is more likely from the other two directions. HINT - if you find that your potential tunnel is trying to smooth terrain when the drag is from one direction - try dragging from the other direction.

    But (when dragging in proper direction) - if the far (exit) end has a proper slope - the near (entrance) end only needs a hiccup of slope to trigger a tunnel; I find this very useful when trying to transit between different elevations - where conditions allow the entrance terrain to be auto-raised to the proper form; - thus tunnels will (when indicated) raise the terrain at one end, but never actually lower (as opposed to smooth at entrances/exits) terrain for tunnelling purposes.

    end of technical dialogue

    -NetPCDoc

    No detail is too small to be micromanaged.

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