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In addition to vanilla-standard platform height, RWY2 now supports low-entry platforms for rural and railyard builds (ground-entry is additionally available for USA). Low platform heights differ in USA and EUR station networks due to differing standards.
Style Height above rail Height above surface Designation
EURO - Low Entry 380mm over rails 620mm over surface "Lo"
EURO - Standard Entry 760mm over rails 1000mm over surface "Sp"
USA - Ground Entry 0mm / 0in over rails 0mm / 0in over surface "Gr"
USA - Low Entry 200mm / 8in over rails 440mm over surface "Lo"
USA - Standard Entry 760mm / 29.9in over rails 620mm over surface "Sp"
https://steamcommunity.com/sharedfiles/filedetails/?id=2846773964
If you're interested.
Platforms are almost always part of the train station building. I'll assume you're making a custom train station build; in that case I recommend this tutorial:
https://youtu.be/-S1n3tt6_0U
As I said, quad bypasses are not to be used as a terminus station as, reversing trains on a quad network is aesthetically unpleasant, unless I make node meshes for all 4 networks, which causes a spagetthi node, hence I ignored terminus function for bypasses, so that they should be used as a bypass as name says. This will be changed relatively soon with network package which in the works.
As for the node issue; I think it's a problem with macsergey's Node controller, as it was reported before. kian's NC -which is still supported- doesnt have those problems.
As for the crash; I forwarded the video and the crashlog to Chameleon, to see what's happening. Train lines crashing is likely not related to my networks, or it might be related to quad nets and was never reported before. I'll keep you posted about the issue, meanwhile please do not delete the video.
Cheers
If you're talking about bypass networks cannot be used as a terminus station, then it's working as intended, since I removed the option of using them as end station. They were going to have way too many nodes turning the junction into a spagetthi.
Bypass networks I provide will support through stations. That is however subject to change with upcoming batch of dynamic networks, as I already made new Dual-Island set.
There's an issue with LSM currently that any new network made with current version of the game is rendered unusable because of LSM. We're waiting an update of LSM then I will look into updates.
Thank you for pointing this issue
R69Railway EL B Prop
Used by:
R69Railway Elevated Border
R69Railway Fence Beam
Used by:
R69Railway Bridge Border Fence
R69Railway Fishplate
Used by:
R2EUR W GrCo 4x2 DE-C N
R2EUR W GrCo 4x2 DE-W N
R2EUR W GrCo 4x2 IBCH-W N
R2EUR W GrWo 4x2 N
R69Railway GEL B Prop
Used by:
R69Railway Green Elevated Border
R69Railway Tunnel Darkener
Used by:
R2USA W GrWo 1x2 Hudson-O T
R69Railway EL B Prop
R69Railway Fence Beam
R69Railway Fishplate
R69Railway GEL B Prop
R69Railway Tunnel Darkener
Thanks for taking the time to create this beauty and explaining the situation :/
1) idk what happened there, I specifically remember uploading a similar image for EU mainlines, maybe imgur has a confirmation button I don't know about to confirm adding another image? I also remember being quite tired though so might be entirely on me.
2) Yeah that's an unfortunate technical limitation, is it not possible to adjust the height of the tracks within the tunnel portal itself?
As for the american tunnel portal issue you mentioned
1. There is only 1 picture you posted, just FYI
2. Mainline networks are sinking the terrain to have that elevation effect from ground. I'm using special trick to have less noticable and variable height on segments, but said fix doesnt work on nodes, causing the game sinking terrain on nodes about 2m down. That's not a bug, but a game related limitation. An alternative solution would be using highest or mid mainline elevation then switching to tunnel portal, since mainline is higher, effect should be less noticeable. another solution would be switching to regular track before portal.
Cheers
Also while trying to use the American tunnels I've run into some graphical texture issues, namely whenever I build the tunnels down I have to use a standard track to separate the mainline section from the tunnel otherwise it snaps very weirdly and doesn't look nice: (https://imgur.com/OL5Tw5j) this happens to a lesser extent on the EU one as well (see the 2nd image).
Do you consider this a bug that you want to fix and/or do you have an alternative solution?
I wanted to ask if you have any plans to make a more compact EU tunnel? due to the size of the current one I've had to switch from the German network to the US one because the entrance is so huge it looks very out of place in my city ):
Prop Anarchy mod is close to being ready. I recommend replacing to PropRotating Params.
I'm making thumbnails as clear as possible with flags and title of packs or networks or prop styles, so making 2 collection i dont think it is that needed.
Can you probably add collections which only includes one geographic region, e.g. one for US and one for Europe?
I updated almost all packs with the following:
American Base pack:
- Added thermite joint and darkeners which are also available on Euro pack.
American Concrete:
- Station tracks: Switched thermite joints from EU to US pack
- Mainline NEC: Thermite joint replacement, Tunnel half-width change, darkener change, removed idents on slope
- Mainline: Same as above
- Standard: Same as above
American Wooden:
- Station tracks: No changes
- Mainline PRR: Darkener changes
- Mainline: Same as above
- Standard: Same as above
Special thanks to LemonsterOG for notifying me about the problem. I have local backups of previous versions, so let me know in case something breaks post update. Prefab names kept same from OG version but you never know with this game.
Cheers