Help finding tunnels that do not snap to grid

bl4882

New member
Hello all,

I'm working on a route that is based on DEM terrain. Tunnels that snap to the terrain, as the standard Auran tunnels do, don't work well with this type of terrain, and I'm following a prototype track scheme so I cannot warp the track to fit. I need a double track tunnel, but all that I can find that do not snap to the terrain are at UK clearance standards, which will not do for my US route.

Does anyone know of double track tunnels that do not snap to the grid but allow placement of the tunnel freely. I know such exist because I have a favorite that I use for single track routes, and USLW actually had a double track tunnel but I never downloaded it and it is not on their current site.

In the alternative, there are a couple of tunnels that look appropriate and would work if I could make them break free of the grid. It does not much matter to me if the digholes would be difficult to place as I don't much care how the tunnel looks since I do not ride the loco cab.

Any help would be greatly appreciated.

Bernie
 
I like scenery portals, using a dighole, and a plain tunnel bore.

You can disable any snap to grid tunnel by changing the config file height to -1
 
Cascade!

Thanks very much for the formula for releasing tunnels from the grid. I tried it on the tunnel I had my eye on and it worked perfectly. Now I have the tunnel I want.

Thanks

Bernie
 
If you were to make such a change in the config file, I think you would only be able to use that tunnel on your own Route/s?
If you already use the Tunnel in it's origonal form in another route or another place in the same route would it still function ?

NormP.
 
Probably not. I cloned the tunnel I wanted, then renamed it when I made the change so the two could not conflict. I don't think I could distribute the route with the modified tunnel on it, but that supposes anyone would want the route. :)

Bernie
 
Yes I can see that's the only way to use the tunnel you want.
Good luck with the route.proto routes do present that problem with snap to grid that is most times way off the entry angle required.

NormP.
 
Try AJS Tunnel Kit, has everything you need to create a seires of tunnels including tunels with junctions in them with a range of portal types, also works with other tunnel bores and track types

can even be used with the station kit to make underground stations or stations on the edge of tunels
 
The MILW tunnel splines, as used on Avery to Drexel in TS2010, behave like normal track splines. You need to use the dighole method to punch through the terrain but there are plenty of MILW style tunnel mouths which will cover any gap in the terrain. I've successfully laid a tunnel in TS12 using this item too.
 
Hi cascaderailroads,

incredible!!! Your hint, placing the high at -1 worked also with the tunnel I use!
Thank you!

jost62
 
Schtop' Dat' Schnapping' To Da' Grid ... Right Now !

I can think of absolutely no reason why any tunnel in Trainz was created so it "Snaps To Grid" ? What was the thinking there ? And the "Big Block Head" tunnel portal, what is the big fat idear' bout' that ? And with that a big fat obtusive unrealistic block head thingy covers up a multitude of sins at the dighole ? Silly !:o


Five of my favorite tunnels are kin to Tunnel3 1 voie (which all 5 have fixable errors and unlocatable track).

http://i525.photobucket.com/albums/cc339/cascaderailroad/PRR8.jpg
http://i525.photobucket.com/albums/cc339/cascaderailroad/Screen_034-2.jpg

My mission is to help everyone to get:
Tunnel1 voie, Tunnel 1 voie 1000 mm, Tunnel2 1 voie, Tunnel3 1 voie, Tunnel4 1 voie to work in all versions of Trainz ... does this tunnel show up in TS09, 10, 12 ?
It is an easy asset to fix, by changing tunnel height -1, and replaceing the missing track kuid with MP Tunneltrack Dark
 
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Based on the screen shots you've given you have a potential convert here, but where are they? I took your description to the DLS and they did not come up.

They do look good.

Bernie
 
I can think of absolutely no reason why any tunnel in Trainz was created so it "Snaps To Grid" ? What was the thinking there ? And the "Big Block Head" tunnel portal, what is the big fat idear' bout' that ? And with that a big fat obtusive unrealistic block head thingy covers up a multitude of sins at the dighole ? Silly !:o
http://


ISTR this goes back to a limitation in the original programming for 1.0/CE which they never seem to have got around to addressing in the core.
 
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