Search found 1207 matches: Bridges
Searched query: bridges
- Sun Mar 10, 2024 1:46 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29495
Re: Friday Facts #401 - New terrain, new planet
... rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural? They will not. A suggestion was made a while ago that got moved to Won't Implement: Cliffs as natural rail elevators ...
- Sun Mar 10, 2024 11:39 am
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29495
Re: Friday Facts #401 - New terrain, new planet
Hmm, do elevated rails interact with cliffs?
What I mean is what if I have a normal rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural?
What I mean is what if I have a normal rail and I drive that off a cliff. Shouldn't it turn into an elevated rail post cliff? Is there a special "cliff ramp" for rails to make bridges across canyons look natural?
- Sun Mar 10, 2024 10:47 am
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29495
Re: Friday Facts #401 - New terrain, new planet
Great work as always.
Has there been any thought into making the canyons and water bridges friendly to trains? They look kind of narrow and running a rail through them might be impossible.
Has there been any thought into making the canyons and water bridges friendly to trains? They look kind of narrow and running a rail through them might be impossible.
- Fri Mar 08, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29495
Re: Friday Facts #401 - New terrain, new planet
... What map really misses are rivers. Without rivers Nauvis still looks unnatural. Water bodies are not interconnected, because of land bridges. Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well? 100% agree. ...
- Fri Mar 08, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29495
Re: Friday Facts #401 - New terrain, new planet
What map really misses are rivers. Without rivers Nauvis still looks unnatural. Water bodies are not interconnected, because of land bridges.
Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well?
Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well?
- Tue Mar 05, 2024 8:38 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 15
- Views: 3101
Re: I made a thing. (4 way Overhead Rail intersection).
... years ago. There it was very expensive because a 30m wide river is flowing in the median strip of one of the highway directions. They had to build bridges to cross the river as well to turn the intersection into cloverleaf-windmill hybrid. xD But it had to be done because every morning and afternoon ...
- Sun Feb 25, 2024 12:24 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 60043
Re: Friday Facts #399 - Trash to Treasure
... a game on archipelado map with a mod allowing biters to swim, and had to build defence around every single island, but couldn't protect the rails bridges joining them without landfilling around. In the end i attempted to destroy every nest that could spawn an attack, given their limited area of ...
- Sun Feb 25, 2024 11:51 am
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 60043
Re: Friday Facts #399 - Trash to Treasure
... a game on archipelado map with a mod allowing biters to swim, and had to build defence around every single island, but couldn't protect the rails bridges joining them without landfilling around. In the end i attempted to destroy every nest that could spawn an attack, given their limited area of ...
- Fri Feb 02, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18445
Re: Friday Facts #396 - Sound improvements in 2.0
... mounted on a plywood panel. Couldn't you add more bass, more low frequency vibration? If a real train is moving, the earth is vibrating and steel bridges are shaking. You're feeling it, not only hearing it. i kinda agree, i remember one time the sound for train was modified and to me it sounded ...
- Fri Feb 02, 2024 2:44 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18445
Re: Friday Facts #396 - Sound improvements in 2.0
... mounted on a plywood panel. Couldn't you add more bass, more low frequency vibration? If a real train is moving, the earth is vibrating and steel bridges are shaking. You're feeling it, not only hearing it. i kinda agree, i remember one time the sound for train was modified and to me it sounded ...
- Fri Feb 02, 2024 2:05 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18445
Re: Friday Facts #396 - Sound improvements in 2.0
... mounted on a plywood panel. Couldn't you add more bass, more low frequency vibration? If a real train is moving, the earth is vibrating and steel bridges are shaking. You're feeling it, not only hearing it.
- Sun Jan 21, 2024 6:48 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 1881
Re: Mod Portal Feature Request: show dependency graph
... mods depend on the mod i'm interested in, sometimes it's an old classic mod, and there exist new tweaks or variant built upon it or compatibility bridges and it's not always easy to find them even if you know the 2 or 3 letters acronyms for those classic mod. Agreed!
- Wed Jan 17, 2024 9:32 am
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 1881
Re: Mod Portal Feature Request: show dependency graph
... mods depend on the mod i'm interested in, sometimes it's an old classic mod, and there exist new tweaks or variant built upon it or compatibility bridges and it's not always easy to find them even if you know the 2 or 3 letters acronyms for those classic mod.
- Fri Jan 12, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 234
- Views: 61980
Re: Friday Facts #393 - Putting things on top of other things
... be even more convenient than trains on short to middle distances. I hope there are better vagons, locomotives or some other improvements besides bridges. Unless the bridges add so much value to the train network, hard to judge without trying it. It just feels silly to me to have 8+ vagons, the ...
- Fri Jan 12, 2024 12:21 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 234
- Views: 61980
Re: Friday Facts #393 - Putting things on top of other things
... be even more convenient than trains on short to middle distances. I hope there are better wagons, locomotives or some other improvements besides bridges. Unless the bridges add so much value to the train network, hard to judge without trying it. It just feels silly to me to have 8+ wagons, the ...
- Fri Jan 05, 2024 8:13 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 32433
Re: Friday Facts #392 - Parametrised blueprints
... that the article is "understandable". I think it is, but it's obvisouly less immediate fun/gratification than the train ramps and the bridges on island and space platform and all, more on the serious side of things along with combinators lua parser noise expression or fluid mechanic. ...
- Fri Jan 05, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 32433
Re: Friday Facts #392 - Parametrised blueprints
... boot up the game (simulation) and watch it go. Don't get me wrong, there have been and surely will be lots of updates that were awesome (train bridges to name a recent one) and certainly have improved the gameplay experience. This however doesn't feel like one. It feels like a lot of extra ...
- Fri Dec 15, 2023 10:14 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 14157
Re: Maximum throughput of a rail line
... to be always the same. Or a tree-like one , where knowing the throughput of the trunk signaled more heavily compared to the branches could help. Bridges are supposed to get rid of any congestion anyway :D Also in real life "free flow" is used to describe the state when cars don't have ...
- Mon Dec 11, 2023 12:24 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 14157
Re: Maximum throughput of a rail line
... improve networks :) But it will be possible to approach it more easily than on the previously linked saved that are just editor setups with the bridges in the expansion as there would be more possibilities to make junctions that do not have left turn but instead bridges and 3 turn right, which ...
- Thu Dec 07, 2023 6:57 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 14157
Re: Maximum throughput of a rail line
... fuel, it was around 40 blue belts of iron ore that one could get through 1 rail lines in my testings). This is going to be made much easier with bridges from the expansion ! because then it is possible to create train junctions that are similar to highway junctions, "merge" and not ...