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A random GG1 Feb 21, 2023 @ 9:06pm
How far off are tunnels?
I know one of the Devs got tunnels to work, but how far off is it till we will see em in the game? Just wondering, and sorry if this came off as rude, im just curious. also If you need help with balancing em, make it so they can only be "so" long, so you can't just take the easy way out when making lines to say, the coal mine.

(Not trying to be like some of the impatient ♥♥♥♥♥♥♥♥ in the community; i mean really they gotta realize game development is hard, and that it takes time, and they should learn to get some patience for the love of god......)
Originally posted by Knsgf:
That developer is long gone from the project, and there are no confirmed plans for tunnels to ever arrive.
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Knsgf Feb 21, 2023 @ 10:23pm 
That developer is long gone from the project, and there are no confirmed plans for tunnels to ever arrive.
coenvijge Feb 22, 2023 @ 12:33am 
Originally posted by Knsgf:
That developer is long gone from the project.........

Who is making the updates?? Are they falling from the sky? Please stick to the facts Knsgf.
CMDR Sweeper Feb 22, 2023 @ 12:41am 
He is sticking to the facts, this was a concept shown pre the mass exodus before Astrogon got involved.
Hyce had a video on it, but Keume isn't interested, and convincing him is rather difficult.
coenvijge Feb 22, 2023 @ 12:58am 
Originally posted by CMDR Sweeper:
He is sticking to the facts, this was a concept shown pre the mass exodus before Astrogon got involved.
Hyce had a video on it, but Keume isn't interested, and convincing him is rather difficult.

Yes, you are right. I was refering to the 'dev being gone from the project.
A random GG1 Feb 22, 2023 @ 6:44am 
Originally posted by Knsgf:
That developer is long gone from the project, and there are no confirmed plans for tunnels to ever arrive.
thank you for answering.
Puncake Feb 22, 2023 @ 7:11am 
I think the correct answer is that we don't know. We have seen that it is possible.

Sometimes, a tunnel is the only way go from point a to b. And yes they did exist in 3ft railroading.
If we just show the devs that we really want them, they should give in eventually. Tbh i don't really think it's about stubborness.

It's simple really. Would you want a railroading game with tunnels, or a railroading game without tunnels?

I think keume should share our opinion regarding this, but there's a lot more to it than just "making tunnels possible.

*IF they decide to make tunnels, i don't think we would see them anywhere in the near future. But we can always hope.


Edit:
It would be nice to see an updated roadmap from the devs, or what they're planning. At least some kind of statement. What are we going to expect, you know?
Last edited by Puncake; Feb 22, 2023 @ 7:14am
Ghost666 Feb 22, 2023 @ 10:28am 
Originally posted by coenvijge:
Originally posted by Knsgf:
That developer is long gone from the project.........

Who is making the updates?? Are they falling from the sky? Please stick to the facts Knsgf.
Tristan was the one working on tunnels, he is no longer helping with 3rd party stuff, also, just because he developed the idea, didn't mean Kueme was going to use it. And Tunnels aren't important right now, I would like the ability to make correct cuttings in hill sides though
Last edited by Ghost666; Feb 22, 2023 @ 10:30am
Kitsune Dawn Feb 22, 2023 @ 10:32am 
Originally posted by Ghost666:
Originally posted by coenvijge:

Who is making the updates?? Are they falling from the sky? Please stick to the facts Knsgf.
Tristan was the one working on tunnels, he is no longer helping with 3rd party stuff, also, just because he developed the idea, didn't mean Kueme was going to use it. And Tunnels aren't important right now, I would like the ability to make correct cuttings in hill sides though


That's actually an important point you raise. Tristan figured out HOW it could be done, but did note even at the time that it would require some serious framework adjusting, and even then it wasn't a perfect answer. The 'tunnels' that they'd figured out weren't perfect, and could create situations of world holes (where you could fall out of the map) in some areas. What Tristran presented was more a theory on one of the possible methods to do it, but not a specific "how to".

There were quite a number of things which you see coming up here from time to time, which were more ideas that were being tossed out there, options to handle in game limitations, and such, which really weren't what many of the players thought they were. In that it was an idea, or concept, but never really got far beyond that. Just spitballing various options to see what might have stuck or worked.
Last edited by Kitsune Dawn; Feb 22, 2023 @ 10:34am
Ghost666 Feb 24, 2023 @ 9:08am 
Originally posted by KibuFox:
Originally posted by Ghost666:
Tristan was the one working on tunnels, he is no longer helping with 3rd party stuff, also, just because he developed the idea, didn't mean Kueme was going to use it. And Tunnels aren't important right now, I would like the ability to make correct cuttings in hill sides though


That's actually an important point you raise. Tristan figured out HOW it could be done, but did note even at the time that it would require some serious framework adjusting, and even then it wasn't a perfect answer. The 'tunnels' that they'd figured out weren't perfect, and could create situations of world holes (where you could fall out of the map) in some areas. What Tristran presented was more a theory on one of the possible methods to do it, but not a specific "how to".

There were quite a number of things which you see coming up here from time to time, which were more ideas that were being tossed out there, options to handle in game limitations, and such, which really weren't what many of the players thought they were. In that it was an idea, or concept, but never really got far beyond that. Just spitballing various options to see what might have stuck or worked.
the biggest mistake I think for RO IMHO is using Unreal... it doesn't lend itself well to proper sandbox games like 7 Days to Die, Imagine a railroad game where you had to actually dig out the cuttings etc etc by using tools in game...
Yoinkus Sploinkus Feb 24, 2023 @ 9:09am 
Originally posted by Ghost666:
Originally posted by KibuFox:


That's actually an important point you raise. Tristan figured out HOW it could be done, but did note even at the time that it would require some serious framework adjusting, and even then it wasn't a perfect answer. The 'tunnels' that they'd figured out weren't perfect, and could create situations of world holes (where you could fall out of the map) in some areas. What Tristran presented was more a theory on one of the possible methods to do it, but not a specific "how to".

There were quite a number of things which you see coming up here from time to time, which were more ideas that were being tossed out there, options to handle in game limitations, and such, which really weren't what many of the players thought they were. In that it was an idea, or concept, but never really got far beyond that. Just spitballing various options to see what might have stuck or worked.
the biggest mistake I think for RO IMHO is using Unreal... it doesn't lend itself well to proper sandbox games like 7 Days to Die, Imagine a railroad game where you had to actually dig out the cuttings etc etc by using tools in game...
Then we can get dynamite for tunneling & big cuts
Kitsune Dawn Feb 24, 2023 @ 11:02am 
Originally posted by Ghost666:
the biggest mistake I think for RO IMHO is using Unreal... it doesn't lend itself well to proper sandbox games like 7 Days to Die,


Unreal plays faster than Unity, Where Unity stands out is physics based systems. In everything else like graphics quality, scripting, and multiplayer, Unreal is the better system.
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Date Posted: Feb 21, 2023 @ 9:06pm
Posts: 11