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If you were to have the anchor points further away from the track it is spanning then the gradient would not be so big. Being further away allows more lead up room, which means the slopes can be much gentler.
I thought it might be that the crossing track goes straight over the signals but I checked this out and no, that's not the reason, at least not in my tests.
What else information is Felix providing? He puts the lower track in a trench.
Same setup as before, just putting the lower track in a trench.
Result is the same as Felix reported, the game somehow doesn't get that as the crossing track still wants to bridge over the lower track as if it was not lowered at all.
It's not about surface. I did the opposite test to by raising the lower track to be just on earthworks at the crossing. And the crossing received a knee at the crossing point.
Definitely worth a bug report, Felix. Since you've spotted and described it very well it's your honor to file it in.
Of course Thineboot could be right and it is a bug introduced with the latest update.
I thought this could be prevented by some fiddling around. Since I try to avoid bridges and especially crossings I do these crossings only on rare occasions, most likely when money isn't an issue anymore, when I've stopped checking for each tiny details. So whether it's old or new, I can't say for sure but either way it shouldn't happen.
Track building is an opaque technology in RE. You are given some authority - manage some control points for location and coarse elevation. Then the game will use some kind of function to try to smoothly connect things. There are interactions with terrain and other tracks. There are hard limits on some things like grade. There *are* exceptions, oddities, and bugs.
I wish I could test some of this now, sorry to put it back on others.
Cuts can be made natural - start-end-point - or intentional by lowering the track. As far as I can say it looks like crossing a lowered track doesn't work like it should resulting in those much big gaps and knees.
Releasing an Update along a DLC on Friday morning and calling it an early weekend - I don't know what they are thinking. It may be old, new, or a side-effect of a new one and since I'm not getting paid to do their QA I'm only investing time in things I'm curious about.
Trenches do have some effect, but there's a minimum height for bridges.
Let's pretend that a normal bridge must be 20' above a track below it, or a minimum of 10' above the regular surface without a trench. No trench = 20' bridge. 5' trench = 15' bridge. Trench 10' or more deep = 10' bridge.
If your trench is 30' deep, your bridge is 40' above the lower track, which looks like more of a difference, but really you're getting 10' of benefit and need that much less ramp leading up to the bridge.
I'm completely making up the numbers, of course, since I can't exactly take a tape measure to the game.
I also noticed a much larger "arch" formation in the 2nd image which when combined with the landscape / location / grid lines (not shown in 1st image) is probably a big contributing factor.
You can activate contour lines in options, Maxim. That way they're always active during track construction.
About the location: Germany is obvious, Cassel and Frankfurt should be easy to find, see minimap. So where exactly is it? Between the cities you see flat terrain on the left and higher landscape on the right (for RE it's a mountain, at least a small one). If you can spot the contour-arrowhead pointing WSW you've found the spot. It took me longer to write this than finding it, so no big deal :)
You'll notice that the crossing is nearly flat. You'd expect that when you lower the lower tracks that the crossing tracks will also be lower - they won't. It's like there is a crossing, thus there has to be a bridge and since we never forget the original map - that's why bulldozing restores the original map - the game ignores the new landscape (or trench in this case) and only takes into account that it has to bridge over at the crossing point and the original height.
If you're testing use Sandbox and Supply towers, it makes it much easier to go back and forth.
His screenshots are misleading. He's not setting the anchors correctly, or using enough anchor points.
Here's an example demonstrating exactly what I discovered. I took care to make the bridges as low to the ground as possible, and to make the bridges themselves as flat as possible. Pay attention to the bridge height relative to the ground, not the height relative to the other track.
https://steamcommunity.com/sharedfiles/filedetails/?id=2482226933
The second bridge, the one over flat ground, is about twice as high above the ground as the one over the trench. Your height reference is the supporting layer of beams directly below the track. It's roughly 5x that in the flat-ground bridge, and 2-2.5x that in the bridge over the trench.
As for Felix' anchor points, they aren't the point. They exaggerate the inclines, true, but it's about the peak of the bridge that matters. There is simply no need to raise a bridge more than a signal-height+x as seen in your lower example, too.
He hasn't yet researched the Drawbridge tech.
Always on "settings" wasnt mentioned earlier either, until I mentioned "H" temporarily "on" and is a personal choice. Both methods can be used based on choice.