Transport Fever 2

Transport Fever 2

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How do I click on the crossover point in tunnels (where one track crosses another and you want to make it bi directional).
You can't click on the crossover point in build track mode, so you come out of that and then you can't see the crossover point because it's in a tunnel. If you try to guess where it is 99 times out of a 100 (well everytime I tried it) you will get the new tunnel change option.
Last edited by larry_roberts; Dec 5, 2024 @ 6:29pm
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Showing 1-11 of 11 comments
lozacenz Dec 5, 2024 @ 8:07pm 
If it's not close enough to the tunnel mouth to see/click on it by looking into the mouth of the tunnel...
Basically you don't (unless I missed it in an update).
RadiKyle Dec 5, 2024 @ 9:58pm 
Yup it got broke during the bridge/tunnel feature update. I don't know how many complaints the devs saw about that but def doesn't hurt to send them another one... Track laying/editing def took a few steps back in places.
Zapp Dec 7, 2024 @ 4:20am 
This game is done. There are no further development scheduled.

In other words, don't hold your breath waiting for this to ever be fixed.

Simple solution: don't branch off inside tunnels.
numbat Dec 7, 2024 @ 12:32pm 
Originally posted by Zapp:

Simple solution: don't branch off inside tunnels.

Or double-track it, which is what I do when branching inside tunnels. Then you don't need to turn the crossover into a slip.

Cheers,
Chris.
larry_roberts Dec 7, 2024 @ 5:31pm 
Originally posted by numbat:
Originally posted by Zapp:

Simple solution: don't branch off inside tunnels.

Or double-track it, which is what I do when branching inside tunnels. Then you don't need to turn the crossover into a slip.

Cheers,
Chris.

But I was trying to connecting a branch line to the double track line.
larry_roberts Dec 7, 2024 @ 5:33pm 
Originally posted by Zapp:
This game is done. There are no further development scheduled.

In other words, don't hold your breath waiting for this to ever be fixed.

Simple solution: don't branch off inside tunnels.

They may still make a few, minor, adjustments to the game the dev's are, justly, proud of their game.
numbat Dec 7, 2024 @ 5:55pm 
Originally posted by larry_roberts:

But I was trying to connecting a branch line to the double track line.

take two separate lines off the double-track, and join them either inside or outside of the tunnel. So effectively you start with a double-track line, that reduces to a single-track branch line either inside or outside the tunnel, whichever is your preference.

I very rarely use double-slip switches, they're bloody slow, so I will almost always use the above method. This has the added advantage that if you make the section of double-line at the top of the branch long enough for one train, then you can have trains waiting to enter/exit the branch do so on the branch, rather than the mainline.

Cheers,
Chris.
RadiKyle Dec 7, 2024 @ 6:02pm 
Originally posted by larry_roberts:
Originally posted by Zapp:
This game is done. There are no further development scheduled.

In other words, don't hold your breath waiting for this to ever be fixed.

Simple solution: don't branch off inside tunnels.

They may still make a few, minor, adjustments to the game the dev's are, justly, proud of their game.

Yes they've indicated maintenance updates are still fair game, to fix any issues encountered following the final major game update earlier this Fall. They've already released one, and it's been my assumption they're chipping away at one more, trying to crack the tougher nuts, as well as maybe make sure everything's been reported and addressed so that it can be the last one for TpF2 and they can move on with next project.

I don't know if that's still their intent, and I haven't asked because I already pestered them with enough issue reports following the Fall update. I'm hopeful they're still making progress on some of them tho, including the one in your OP. It'd be great if basic track laying was no worse than it was before the Fall update, but it kinda backslid amid the new features. I think they wouldn't be satisfied to leave it that way.
wellover-50 Dec 8, 2024 @ 12:00am 
Well spotted by larry_reberts, even using the track speed tool to see clearly what you are doing, still dosn't work,
Looks like the last update broke that possibility ...
N0neGiv3N Dec 8, 2024 @ 1:05am 
Use the beta game updates options and revert to version 35732 in order to create double slip switch crossovers underground without any problems. It's the only way currently.

Edit: Update 35922 has officially addressed and rectified this issue. You can create them again by holding SHIFT while hovering over a crossover.
Last edited by N0neGiv3N; Dec 10, 2024 @ 6:32am
larry_roberts Dec 24, 2024 @ 5:38am 
Just noticed the latest update seems to address this problem (got to hold shift key, apparently), NOneGiv3N thank you, also just noticed your note:

Version 35924 (December 19, 2024)

Improved error message for some mod errors
[Modding] Improved scripting interface: enabled api.util in mod.lua postRunFn
Fixed crash when building streets and tracks while town is growing
Fixed crash in mod details when a mod was deleted from mod hosting
Fixed crash when building constructions with duplicated edges
Fixed crash when building constructions with invalid terminals
Fixed crash caused by hidden files starting with a dot
Fixed crash when starting a new track segment at the end of a tunnel or bridge
Fixed rare crash when building a street over track switches
Fixed rare crash when replacing bridges or tunnels
Fixed unable to select double slip switches in tunnels: now requires holding SHIFT key to select
Fixed “Unable to connect stations” error when changing the type of transport on a line
[Campaign] Fixed crash when selecting bridges or tunnels in campaign mission 14 and 15

It works (sort of) you have to come out of the tunnel view, hover the cursor over the point (switch) crossing and press 'shift' and (if you hit the right spot) it changes from tunnel changer to point control.
Last edited by larry_roberts; Dec 24, 2024 @ 6:20am
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Date Posted: Dec 5, 2024 @ 6:22pm
Posts: 11