Infuriating tunnels

llewelyn

New member
Before this drives me mad, anyone offer an opinion as to why, when trying to install a tunnel through a mountain, some of the tunnels have terrain inside them, and others, which don't, cause surveyor to crash. Using TS2010 here, and 5m grid, which gives nicer shaped scenery in mountains. I've tried numerous of the tunnels available, and invariably the ones with no scenery inside are crashing it. I even levelled the mountain off at the tunnel height, and built it across flat terrain on the surface, and it still crashed. The stupid thing is I already have a tunnel on the map, which worked fine, although that was put there with a 10m grid, and upgraded to 5m. The tunnel is level, straight, at height 69.

There are no errors showing in content manager for the route, and when I had a tunnel with scenery showing inside, I could drive through it.
 
Could you post the kuid of the tunnel that's giving you madness? The asset maybe corrupt, and causing problems for you.

John
 
Could you post the kuid of the tunnel that's giving you madness? The asset maybe corrupt, and causing problems for you.

John
This is purely conjecture; tunnels which don't have terrain inside are the ones with "snap-to-grid" portals, which create the digholes automatically. Free-placement tunnels need to have the digholes made for them, if you don't do that you will get terrain inside the tunnel.

Could it be that some older "snap-to" tunnels don't like the 5m grid?

Just a thought, probably wrong.

Mick Berg.
 
This is purely conjecture; tunnels which don't have terrain inside are the ones with "snap-to-grid" portals, which create the digholes automatically. Free-placement tunnels need to have the digholes made for them, if you don't do that you will get terrain inside the tunnel.

Could it be that some older "snap-to" tunnels don't like the 5m grid?

Just a thought, probably wrong.

Mick Berg.

That could very well be the problem. I'll have to investigate myself when I get a chance. I haven't used any of the older tunnels in ages.

John
 
Yep, you're correct: the snap-to-grid tunnels are the ones with holes - and they only snap to a 10m grid - even on a 5m grid section, and it's they that are causing the game crashes. It's likely that they predate 2009/2010.

I think you may have cracked it. The tunnel that is already on the route I placed on a 10m grid, and afterwards converted that section to 5m. So far, that hasn't given any problems. The new tunnel which is causing madness is being placed (except that it isn't :() on a 5m grid section. I'd prefer to continue using the 5m grid, it produces much smoother scenery, which is doubtless why they made it.

Now, you mention digholes... how do I create the hole in the tunnel? because that would solve my problem - it's not a major issue to have a different style of tunnel, there are no prototypical issues as it's a fictional route - it's basically a big learning exercise in how to do the various kinds of scenery, industries, etc. although if it comes out looking OK I will let it loose for people to play with :)
 
Now, you mention digholes... how do I create the hole in the tunnel?

AJS Dighole,<kuid2:122285:1010:1> (Author Andi06) Is built in.

It is a "Scenery" asset. Andi's instructions read as follows:

"1 x 1 Dighole Use to form a hole in the baseboard terrain. To delete the hole look for a white cross below ground level, you can move this or delete it to restore the baseboard"
 
Yep, you're correct: the snap-to-grid tunnels are the ones with holes - and they only snap to a 10m grid - even on a 5m grid section, and it's they that are causing the game crashes. It's likely that they predate 2009/2010.

I think you may have cracked it. The tunnel that is already on the route I placed on a 10m grid, and afterwards converted that section to 5m. So far, that hasn't given any problems. The new tunnel which is causing madness is being placed (except that it isn't :() on a 5m grid section. I'd prefer to continue using the 5m grid, it produces much smoother scenery, which is doubtless why they made it.

Now, you mention digholes... how do I create the hole in the tunnel? because that would solve my problem - it's not a major issue to have a different style of tunnel, there are no prototypical issues as it's a fictional route - it's basically a big learning exercise in how to do the various kinds of scenery, industries, etc. although if it comes out looking OK I will let it loose for people to play with :)
Well, I'm happy to have helped if that is the answer. I suggest you take the time to learn how to use digholes and non-snap tunnels. For the most part they are much nicer looking, and you can place them at any angle. The snap-to ones are made to be easy to use, so the portals are big and bulky so that the digholes are automatically hidden.

BTW on any tunnel I have made, I have put an "istunnel" tag on the track being used. This lets you look inside the tunnel when you are in Tracking mode in Driver.

Mick Berg.
 
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handy tip, about the tunnel tag, I will experiment with digholes.

it's all a learning curve... and I agree about the tunnels looking nicer.
 
BTW on any tunnel I have made, I have put an "istunnel" tag on the track being used. This lets you look inside the tunnel when you are in Tracking mode in Driver.

Mick Berg.

Which brings me on to a question I cant seem to work out. Is there anyway to lower the tracking view when inside a tunnel? or maybe switch it via a script of some kind?
I'm building a Welsh narrow gauge line to prototype and for realism it needs to be tight clearance, tunnels I have built however tracking is far too high. We are talking in real terms, haven't the exact measurements to hand at the moment but tunnel dimensions of around 8ft wide by 9ft high, literally knuckle scrapping stuff. Alternatively the only way I can see is to link a couple of fixed cameras to the Tunnel at either end in some way to avoid anyone in tracking view carving their way through a mountain.......
 
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